The Awakening is a roleplay set on an alternate earth, where forty years ago people began to be born with superhuman abilities known as "Gifts". The roleplay follows a class of Gifted students in a specialised Japanese institute for educating and training Gifted with the goal of them becoming Peacekeepers, protectors of society from the threat of those who would use their gift for nefarious purposes.
Whilst the roleplay's initial scope will be one of highschool/college drama mixed in with exciting-but-controlled training exercises, the stakes and themes will grow grander in scope over time, until the characters become embroiled in a plot that has the potential to revolutionise the way society treats the Gifted entirely, and ultimately become the deciders of whether the greatest upheaval the world has seen since the Gifted first appeared goes unrealised and forgotten, or changes everyone's lives forever.
The setting is Earth, year 2030. An alternate history in which all major world figures are replaced with fictional equivalents to avoid having to worry too much about historical accuracy. Technology has advanced beyond current modern-day levels, but largely in the area of quality-of-life (phones are now even more whizzy, smart-everything is a thing, voice commands are much more sophisticated, virtual reality is awesome, and self-driving cars are becoming increasingly common, to name a few examples). The most significant change however, is an event which occurred not recently, but forty years ago, in the year 1990.
For a reason that science has yet to determine, at the start of the year, babies began to be born with what would later come to be known as “Gifts”. This was not discovered until roughly ten years later, when those same children began to hit puberty. This was when their Gifts revealed themselves.
Widespread panic covered the globe as preteens began to display strange powers- from freakish bodily mutations, to spewing fire from their mouth, to teleportation, and more. There seemed to be no rhyme nor reason to what abilities one would manifest, though in many cases, those abilities came to define or otherwise influence the childrens’ lives.
There were disasters to begin with. Powers manifesting in dangerous, at times lethal ways- though for the most part, it seemed the children instinctively possessed the ability to control their abilities enough to avoid too many fatalities. Over the course of the next year, society adapted quickly. At first, governments began taking the children in for study. But it became quickly apparent there were too many to be tightly controlled.
Over the following decades, society adapted to the presence of the “Gifted”. They were not an overwhelming percentage of the population, but they were great in number. Perhaps 15-20% of all humans born from 1990 onwards were born with a Gift.
Different world governments adapted in different ways. It is Japan that this roleplay focuses on. In the year 2001, Japan established a body known as the ORG: the Organisation for the Regulation of the Gifted. The ORG was responsible for ensuring that the Gifted children would not destabilise society, and that their powers would be understood and controlled as much as possible.
To this end, all Gifted in Japan must be registered with the ORG upon the development of their gift. Children from the age of 10 and up undergo a compulsory annual checkup to determine if they have manifested a gift. All Gifted children are thence required to attend an ORG-Licensed academy. These academies are specialised in helping students understand their gifts, control them and find ways that they can apply them productively in society. Sometimes this is in a mundane capacity: a Gifted with strength becoming a construction worker, or a Gifted with electricity generation being paid to help power the electrical grid.
To use their gift outside of privately owned property, a person must obtain a Gift License. Each Gift License specifies subsets of scenarios in which a person is permitted to use their gift. This is more or less restrictive depending on how potentially dangerous a person's gift is. Some licenses permit the use of a gift to defend oneself, others do not. Most Gifted gain their Gift License around the age of 16, provided their gift is not inherently dangerous.
For those with particularly potent or dangerous gifts, one of the only routes to be granted a Gift License that isn't prohibitively restrictive is to become one of the ORG Peacekeepers. Peacekeepers are an elite group of combat-trained Gifted who are taught to use their Gifts to protect society. They usually specialise in nonlethal combat, and they are trained in a similar manner to police officers- to enforce the law and protect and serve the citizens of Japan. They play a vital role, for the most part due to their opposites.
The human race was never going to gain such powers without there being those who would seek to abuse it. Crime rates amongst the Gifted are high, for in each Gift there is a potential for misuse. These range from minor crimes such as a telepath cheating at a casino, to more dangerous Gifted levelling buildings or undergoing daring Gift-assisted heists.
Traditional police forces are often powerless to stop Gifted criminals, which is why the ORG’s Peacekeepers were established. The Peacekeepers are most commonly deployed when a criminal is identified as being Gifted, though they are obviously very effective at thwarting traditional criminals as well.
To most now, the Gifted are a fact of life. For the older generations - those born before the Gifted appeared - there are sadly many who hold deep-set prejudice against the Gifted. As the majority of the world’s leaders fall into this age bracket, life is not always kind to those with powers. The powerless fear the powerful, and attempt to redress the power imbalance in other ways. Politicians and news groups call vocally for greater regulations to be imposed on the Gifted. But to many others, the Gifted are just another neighbour. Perhaps due to the high percentage of the populace with Gifts, and thus the fact that most people have at least one friend or family member who is Gifted, acceptance of them climbed quickly before it plateaued as it is now.
In Japan, this acceptance went a step further, to borderline adoration. The populace and media latched onto the Peacekeepers, and lauded them as real-life comic book heroes. They were thrust into celebrity status equivalent to that of pop or movie stars, and quickly became iconic figures in society.
This is the state of the world as it is today, at the start of the roleplay.
Watanabe Peacekeeper Academy
Watanabe Peacekeeper Academy (or WPA) is Japan's premier institute for the education and training of future Peacekeepers, and the central focus of the roleplay. All characters for this roleplay are brand-new students at the academy.
Watanabe Academy is named for the original founder of the ORG, Tsuto Watanabe, who was also responsible for establishing the Peacekeepers.
Equipped with the most modern and expansive training facilities in Japan, staffed by an all-star faculty that includes ORG members and former Peacekeepers, and selective in its applications process, Watanabe Academy is renowned for producing a new crop of talented Peacekeepers every year. Even those graduates who do not go on to join the ORG usually excel in whichever field they choose to apply their gift, to a degree beyond those who have undergone only compulsory gift education.
Watanabe Academy accepts students from both Japan and abroad, and any student who successfully graduates its Peacekeeper course is - provided there are no mitigating factors - granted Japanese citizenship along with their diploma and license.
Students come to Watanabe Academy anywhere between the ages of 16 and 18, dependent on the development of their gift.
A person's "Gift" is their special power. It is the something that sets them apart from a regular human, their superhero power-set. Some of those born with a gift see it as just that, others view it as a curse, imposing a life on them that they never wanted.
Science has yet to determine what exactly causes a person to be born Gifted. It is known to likely have some genetic links, as he child of two Gifted is much more likely to be Gifted themselves (although not guaranteed), and their gift is likely to be influenced by their parents’ gifts.
The sky is really the limit with how creative you can get when creating your character's gift. Sometimes a person’s gift reflects who they are, other times a person’s gift comes to influence who they are after it develops. This doesn’t have to be on a deep, meaningful level, but might just key off of a simple personality trait (like someone stubborn having an endurance-related gift).
When thinking about your gift's power level, I’d suggest mid-tier superhero. That means no Supermans or Thors or Hulks or Captain Marvels, but powerful within the realms of ‘not going to single-handedly overpower the plot’ is fine.
When creating your character’s gift, you should think about what techniques they’re capable of within the umbrella of their gift. For example, a pyromancer character might be able to create explosive fireballs as well as jets of flame, or propel themselves around like a rocket. The most advanced/potent techniques should be things they haven’t mastered and perhaps aren’t even aware of yet.
Your character will be able to control their gift to a safe and acceptable level thanks to their education thus far, but the Peacekeeper Academy's training is designed to help them hone that gift and develop techniques that refine their gift beyond its raw form. Think about how your character’s gift might develop over the course of the roleplay, and what existing physical or mental blocks might be preventing them from achieving that and need to be overcome.
This roleplay is closed, meaning I'm only taking characters from people I invite. This is because I want to keep the group I'm running it for small, due to the way I plan to GM it (see below). Apologies to anyone disappointed by this, your lack of invitation does not mean I don't like you.
This roleplay is intentionally going to lean into anime tropes and style. Whilst the intent is to go for a meaningful and not silly/parody-ish experience, it’s also not going to take itself 100% seriously. Expect things like mid-fight monologues, unrealistic acrobatics, strangely durable human bodies, powers that are as much about aesthetics as making logical sense, and strangely absent/incompetent government/legal bodies that aren’t directly linked to the ORG.
Also, guns are somehow shit 90% of the time, because anime would be less fun if everyone just shot each other. Although I would probably watch a show that flipped that on its head, this isn’t it.
Whilst the roleplay isn’t a My Hero Academia fan-RP, it obviously draws a lot of inspiration from it, so to get an idea of the themes/style of the roleplay, you can readily use it as a comparison, if familiar.
Players should feel free to worldbuild a bit either in their character bios or in play, establishing things like events in other countries, places in the local area, and things like that. For anything major, check with me, but chances are it’ll be fine.
I intend to run this somewhat like a traditional tabletop experience, at least in the respect that as the GM I will be playing “the world”, and all the various NPCs in it. Players can feel free to take control of generic NPCs such as crowds, unnamed students and teachers, and similar, as well as any named NPCs from their backstory such as family members that they would like to play. Otherwise, I will be doing my best to keep up with everyone’s NPC-needs myself (may god have mercy on my soul).
Once we’ve got settled in, I’ll accept any ideas people have for secondary characters, on the understanding that the initial cast of characters will be the "main characters".
Remember, at least at first, your character isn’t a trained professional! Whilst being able to fight is fine, as you’ve had some training, the roleplay will be more interesting if your character makes mistakes, is flawed, and generally has things to overcome and finds the threats they’re confronted with dangerous and scary.
When creating your character, feel free to use whatever structure you want for your sheet, but be sure to include the following information:
Peacekeeper Alias (what your character wants to be their superhero name when they graduate - you can also leave this undecided and make a decision in-character at a later point)
Age (16-18 unless you have a particular reason to be outside this range)
Sexuality (optional, but if you're interested in romance subplots, it'll help people plan)
Overview of Personality
Bio (can be as brief or lengthy as desired, within reason)
Alpha class at Watanabe Academy is comprised of those students with what the entry examiners determined to be the most potential, either due to the strength of their gift, their personality, or some other factor. This is your class, and these are the other students in it. Initially, they will be bare-bones descriptions, but they may be updated as more about them is learned by your characters. Taiyo Inazaki Age: 17 Gift: Electro-Core
An abrasive metal-head with the look of a delinquent about him and a glare to match. He spends most of the time he can get away with it with his headphones on, shutting the world out.
Saichi Yamashita Age: 16 Gift: Energise
A bundle of over-the-top cheerful energy, with a smile that can brighten any room. Sometimes a little too much sunshine and pep for your average person to handle. He's here to do his best, and not let anything stop him!
Kira Sato Age: 18 Gift: Bunny Hop
Playful, flirty, and kind of a memelord, Kira knows she's pretty and has fun with it. Too much fun, some would say. She likes to be everyone's friend, whether they like it or not. Kira is quite widely known by those who pay attention to social media as "Queen Bunny", an instagram/youtube/twitch 'vlogging celebrity', who has built a following by her good looks, her gaming streams, and her memey videos ranging from makeup tutorials to MOBA montages.
Naoji Arisawa Age: 16 Gift: Teleport
Nao is flippant, kind-of immature and shitlordy - a package deal that combines to make him somewhere between endearingly silly and annoyingly childish. A class clown with a precocious grin and no filter.
Kōji Matsuda Age: 18 Gift: Metalmorph
Hot-blooded, cocky, and full of himself, Kōji is - at a glance - every inch the stereotypical "jock". Standing tall at over six foot, and with the athletic build to match his stature, he cuts an imposing figure among his smaller classmates.
Hikari Sakamoto Age: 16 Gift: Force Bubble
If Hikari comes across as prideful, elitist and bossy, it's probably because she is. A young prodigy who has devoted herself to every aspect of her education with an uncommon fervor. She has no time for anyone not taking their future as seriously as she does.
Ren Kokuro Age: 17 Gift: Spectre
A slight, timid boy, Ren's appearance is the most obviously strange of the students in your class. White as a sheet, and with eerie blue glowing eyes, his appearance is more than a little unnerving to some. There's a quiet sadness to him that seems to go a little deeper than your average teenage gloom.
The professors, training instructors, and other academic staff at Watanabe Academy are a talented bunch. Many of them are comprised of former Peacekeepers, or other ORG members. All are - even if not Gifted themselves - intimately familiar with gifts and the specialised needs that a Gifted student might require. Whilst Watanabe hosts a full spectrum of traditional academic courses, its most prominent course is naturally its Peacekeeper course, in which its students train to become the heroes of tomorrow. These are a few of the school's more noteworthy teaching staff.
Genjirō Kobayashi Age: 52 Gift: None
Headmaster Kobayashi is the man behind Watanabe Academy’s success; an incredibly talented educator utterly dedicated to his profession, he runs Watanabe Academy with an uncommon professionalism and acumen. Though he has no Gift of his own, as a member of the ORG, he has studied them extensively and worked to develop an environment and campus culture that benefits the growth of each pupil’s individual talents. Though a stern and stoic man that can inspire fear in even his most powerful students with little more than a disapproving frown, there is no denying the headmaster’s dedication to his school and his pupils.
Jōtarō Yamashita Age: 29 Gift: Debilitate
Professor Yamashita is the homeroom teacher for your class, whom most of you will have met during your application process to the Academy. On the cusp of thirty years old, he is relatively young, but his demeanour is that of a man at least a decade older. He projects an aura of being constantly fed up, and has very little patience for backchat or poor discipline. His gift, ‘Debilitate’, allows him to paralyse a person’s body upon touching them for a duration that shrinks the more people he uses it on at once. Formerly a Peacekeeper, the professor chose to ‘retire’ to work as a teacher at Watanabe Academy after serving for six years, and has taught at the Academy for four. Professor Yamashita is also responsible for overseeing your class’s combat and gift training regimes, and dealing with any pastoral/personal problems that arise for you (unless they require taking to the Academy’s counselors).
Kanesuke Saito Age: 33 Gift: Snap Surgeon
Kanesuke is one of a few rare Gifted with a gift that allows for the easy treatment of injuries. He has the ability to accelerate a body’s natural healing to an impressive degree, be it knitting a wound back together, healing a broken bone, or enhancing the body’s ability to fend off an illness. An invaluable asset to Watanabe Academy, which by necessity includes lessons and activities with significant potential for bodily harm, Kanesuke is a genial and energetic man with a terrible sense of humour that he imposes on all his patients (perhaps as a deterrent to encourage them not to get hurt next time).
Svetlana Morozov Age: 31 Gift: Flash Forward
Svetlana is Watanabe Academy’s premier combat instructor. A Russian immigrant with a military background, Svetlana is trained in multiple martial arts and has experience in combat situations both conventional and gift-augmented. Her gift is limited precognition, allowing her to see a few seconds into the future, and thereby allowing her to predict every move an opponent will make before they make it. It also allows her to predict when her students are about to do something stupid enough to hurt themselves or others, making her invaluable in injury prevention.
Ippei Ikeda Age: 35 Gift: Smoke Monster
Professor Ikeda is the homeroom teacher for Watanabe Academy’s Beta class, trope-wise destined to be your rivals for all eternity. An almost comically laid-back, chilled out teacher, Professor Ikeda nonetheless seems to have his class well in hand. Professor Ikeda’s gift allows him to animate and manipulate smoke into a semi-solid form, creating shapes and even animated ‘smoke constructs’ from it.
The ORG: Organisation for the Regulation of Gifted
The ORG is a Japanese government-run regulatory body responsible for establishing and enforcing laws regarding the Gifted, ever since their founding almost thirty years ago. Over its history, the ORG has been varying degrees of draconian or relaxed with its restrictions on the Gifted, waxing and waning along with public opinion and scientific understanding. The ORG's founder, Tsuto Watanabe, was the man largely responsible for the current high-quality of Gifted wellbeing in Japan. Unlike many lawmakers at the time, Tsuto recognised what he saw as the dangers of reacting to the Gifted too heavy-handedly before their true impact on society could be understood. He saw in the Gifted not just a threat to society as it existed, but also the potential for something truly great.
It was his guiding hand that established the comparatively gentle (albeit still stringent) restrictions on gift usage, and most importantly, established the Peacekeepers. By allowing the Gifted to police their own, he believed that he could establish a law-enforcement body that could not only match the people they were policing strength for strength, but also understand them. He sought to make the enforcement of justice upon the Gifted not a matter of "humans vs. gifted", but of maintaining the balance of society.
Tsuto has since retired, leaving the ORG in the hands of his daughter, who has sought to continue his legacy and work closely alongside the Gifted- positioning the ORG as much as a way to protect the Gifted as it is to control them.
Noriko Watanabe Age: 34 Gift: None
The current leader of the ORG, daughter of its founder, Noriko is an eloquent and composed woman from what you have seen of her speaking on news programs and through other media. As the ORG's leader, Noriko is a level-headed and logical woman, but one who sees continuing her father's legacy of cooperation with the Gifted as paramount to the ORG's mission. Under her, the ORG remains a generally positive influence in the lives of law-abiding Gifted.
Within the ORG, the Peacekeepers are the most prominent individuals. They are the law-enforcement agents licensed to take their gifts onto the streets to keep the public safe, first and foremost from those Gifted who would use their power for criminal purposes.
And among the Peacekeepers, none are so widely renowned and popular as the Peacekeepers referred to as "The Six Stars". Considered the most talented, powerful, or charismatic of the Peacekeepers, the Six Stars are household names, as much celebrities as the biggest pop stars and actors in Japan. They have their own merchandise, appear on talk shows, and rub shoulders with the upper crust. They are what the people of Japan picture when they think of Heroes.
Enchanter Age: 30 Gift: Silver Tongue
Possessing a fairly insidious gift were it to be in the wrong hands, the world is perhaps better off for Enchanter being on the side of the law. His gift is a powerful mind-control effect. The specifics of how the gift works are not known, but his smooth words and piercing gaze are amongst the Peacekeepers’ most effective tools for subduing criminals without violence. His charming and dapper demeanour, along with his devilish good looks, make him very popular with the ladies.
Phoenix Age: 25 Gift: Firestarter
Phoenix is amongst the flashiest and most dangerous of the Peacekeepers, her flame-throwing gift suited for little other than violent conflict and not of the non-lethal kind. As such, Phoenix seldom gets sent into the field except to combat particularly dangerous and violent Gifted criminals. Her deadly precision with her gift is widely renowned, and it speaks to her control and mastery that despite its destructive nature, she’s never been responsible for any collateral damage. Phoenix is a fatale-esque woman with a flare for style, and her no-nonsense attitude and wit are widely renowned. The Facebook page “I want Phoenix to step on me” was recently banned, to the chagrin of many.
Trick Age: 25 Gift: Trick of the Light
Phoenix's twin, Trick is a particularly talented individual amongst the Six for the sheer versatility of her gift, and how she’s learned to use it. Though what one would expect from a light manipulator would be bright bursts of light, lasers and similar such dazzling displays (and indeed, those are in her arsenal), Trick has mastered weaving light so precisely as to create visual illusions almost indiscernible from reality - hence her alias. Her mischievous, fun-loving personality and her beauty combine to make her one of the most popular of the Six.
Titan Age: 33 Gift: Titan Force
Titan is the ultimate bruiser- his gift renders his body almost impervious to harm, including the normal dangers of over-exerting one’s muscles. As a result, Titan is incredibly strong and incredibly resilient. He can punch through walls and take a speeding car to the chest and get right back up. Titan is a confident and larger-than-life personality, whose bravado and arrogance is a comfort to those to whose aid he comes.
Warp Age: 23 Gift: Portal Jump
The youngest of the Six, Warp’s gift allows her to create portals on surfaces within her line of sight, between which anyone can instantaneously travel as if they were two adjacent points. A bubbly, friendly character, Warp specialises in rescue and evacuation missions, though her powers have plenty of applications in combat as well. Her portals are (perhaps fortunately) incapable of closing if there is something blocking them, rather than severing anything that gets caught when they shut.
Stopwatch Age: 28 Gift: Hands of Time
Stopwatch is perhaps the most powerful and feared of the Six. He has the ability to locally manipulate time - pausing it, accelerating it, or slowing it for an area or individual, as well as limited-scope rewinds. His arrogant, superior demeanour makes him somewhat unlikeable in person, but there are many who admire his public persona for his faultless record of success whenever he’s confronted a criminal, and the overwhelming potential of his power inspires awe in some, and fear in many.
Eiko is a bubble-gum pink, anime magical girl stereotype. She is as friendly as can be. Always using her positive attitude to drag others into her flow, and admittedly getting into innocent shenanigans that make most adults shake their heads. A slightly childish girl, always making superhero poses and coming to school in her magical girl “costume” so that she can “always be ready” to fight crime. This can get old quick to some people, but Eiko doesn’t seem to know how to quit.
GIFT DESCRIPTION:Love♡Shot The power to shoot out a heart beam in order to charm the person it hits. This can be done by just pointing and shooting it, but Eiko has been seen doing “Magical girl” moves before using it. (Oddly enough, it seems to be stronger when she does this.) The power itself isn’t strong enough yet to be 100% accurate and sometimes her “suggestions” don’t work and the charm fails on those she puts it on. So, when it fails to succeed, she either has to give simpler instructions or talk them into being charmed or give a “suggestion” that they are already inclined to believing.
EXAMPLES: If person A has a crush on person B and Eiko charms Person A and says they’re actually madly in love with Person B and would do anything for them, they’ll most likely believe that and the charm could fully activate and distract them. OR if Persona A relatively likes Eiko, she can convince them that she’s their best friend and that they’d never want to hurt her and that she’d know what’s best for them.
Eiko had always been a fan of both magical girls AND the peacekeepers. So, from a very young age she began to wish with all her heart to become at least one of those things when she grew up. Many years later, she finally discovered that she had a gift! It wasn’t the power to transform into a magical girl, but it did give her the opportunity to become a peacekeeper! Unfortunately, Eiko is one of the kids who doesn’t have a complete handle on their powers yet. While this “charm” she has is all she's been able to do so far, she continues to say that she feels like she can do so much more but doesn't know how to do more yet. Sadly, everyone keeps telling her that it is very rare to have more than one gift and that she should count her blessings and strengthen the one she already has. This didn’t settle with her, so she made a new plan! If she didn’t have the powers of a true magical girl yet, then that must mean she needed to be a true magical girl at heart before she could gain the powers she wanted!
PROJECT SERAPH. MALE. 18. STATUS: UNDER OBSERVATION. RISK: ELEVATED.
History: Mikhail was born into Russia's state-run orphanage system. As he grew up he bounced from orphanage to orphanage, from foster family to foster family, and often for no longer than a few months to a year— inhibiting any chance of forming close relationships or bonds with others. Due to this constant flux of new environments he became very flexible and adaptive. By the time he reached his teens he'd learned to simply accept that he would not have time to make friends, and that surviving the system was the best he could ever hope for. Even finding some relief that he'd not developed any gifts as he entered puberty, leaving him a simple future without the complications of being one of the many Gifted.
The last foster home he was a part of was located in the Jewish Autonomous Oblast, a Far East Russian province. When he turned 16 he was forced out of the system, and effectively left stranded in the sparsely populated rural region. As with previous challenges, he adapted as best he could, and while not the most impressive specimen, found some work helping the local farming co-ops. He even began making a few acquaintances here and there.
Then on October 7th, outside the settlement of Izvestkovy, Mikhail was witness to a celestial event. This was the last thing he remembers before waking up in a government facility. Very little information was revealed to him, but he was informed that what were his Gifts had manifested, and that he was the sole survivor from the settlement of Izvestkovy.
After several months of testing and observation, he was okay'd for release to ORG and training at the Watanabe Peacekeeper Academy. On his transfer documents were two stamps; the Russian Government's, and one from an unknown organization.
Personality: Mikhail is a closed off individual, coming across as cold and uncaring. Originally this was a defensive mechanism to protect himself from others, but after the events of October 7th, it's equally to protect others from himself. He is clearly unhappy with his current situation, but has accepted his enrollment with the academy. For the most part he keeps to his room, only coming out when absolutely necessary. He does seem to have a weakness for sweets.
Antithetical Barrier: Mikhail has a passive metaphysical barrier that protects him from harm caused by living beings, and particularly sentient ones. This protective force can be overcome in certain circumstances; namely a combination of physical proximity and metaphysical prowess. Some hypothesize that there might be an emotional and psychological element to this barrier as well.
Enhanced Healing/ Physiological Adaptability:His body rapidly heals any damage it sustains, almost to the point of being cancerous. Fire and intense radiation can stymie the healing to some degree. (During experiments involving intense heat, the limb subjected to the test was simply discarded in favor of regrowing a new one). Additionally his physiology adapts at a macro scale that is only normally seen over generations of evolution. Curiously these alterations don't persist beyond the initial 48 hours after the first changes appear.
Eye of Heaven: Under intense duress, a singular green eye grows in the center of his chest. It appears to have some sort of independent intelligence separate from his. Tests have only been able to trigger it twice; once where it quickly merged back into his torso, and a second time where two scientists were killed [exact cause of death redacted]. What purpose it serves currently is unknown.
[attr="class","lightsbobbicredits"]CRAFTED BY BOBBI
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Asako is not as cool as she seems. While she appears to be self-assured, she is secretly a nervous wreck, as she has only recently decided to try to be more outgoing. Her ambition to become a Peacekeeper insights an eager energy about her; but despite her new lease on life to be “bold,” she internalizes a lot of stress, second guessing every decision she ever makes long after she makes it. She thinks that putting on a brave face is a part of the gig, but her confidence is fragile and she is constantly overthinking.
Asako comes from an unremarkable family who were all content to lead unremarkable lives. She was always quieter than her siblings, got average grades, and was never seen as a standout. It was not until in her early adolescence when her Gift made itself known that things began to change. Suddenly, her parents were at odds over the origin of her Gift, and without much warning, she was shipped away to a boarding school for Gifted Children.
Asako might have been content to get her Gift License and lead a quiet life. But one fateful day, she was caught in the crossfire of a hostage situation led by several Gifted men. She was petrified-- that is, until the Peacekeepers stepped in. She found herself to be the only other Gifted person in the room, and was able to distract one of the crooks until one of the Six was able to take him down. They told her that she had a remarkable Gift and shouldn’t let it go to waste before they had to rush back to their duties.
Inspired, Asako intended to heed the sage advice. She buckled down on her studies and honed her skills so she could be accepted into the Alpha Class at Watanabe Academy. Fueled by the desire to become a Peacekeeper like her hero, but lacking the social grace of a more confident soul, she has managed to get by with diligent studying and trial-by-error improv. She is willing to try most anything as long as it gets her one step closer to her goal.
Undertow is a powerful gift to have, living on an island surrounded by water. Those granted this Gift can manipulate water molecules at will, commanding its form at their will. Practiced users can also change the water’s temperature, heating it with fiery passion or freezing it with icy resolve.
Pragmatic, analytical, and often-serious, Ryoga comes across as a quiet albeit confident young man. Though his solemnity is often misinterpreted as diffidence, it takes but only a motive for Ryoga to entertain strangers. He is competitive and possesses an unpredictable and erratic temper, both of which fuel his resolve. Many times, he is brutally honest, opinionated, and blunt, yet when he is unkind it tends to stem from ignorance rather than from inherent toxicity.
Ryoga and his twin brother Seigo grew up to be inseparable, to nurturing parents and three overbearing older brothers. Throughout their infancy, Ryoga and Seigo developed very similarly—liking the same foods and enjoying the same hobbies. After they turned 10, however, they began to grow into their individualistic traits. Where Seigo chose to lean into music and the arts, Ryoga focused on sports and physical competition.
When their gifts began to develop, they did so subtly. Seigo’s was the first to truly manifest—perfectly replicating sounds and voices he’d heard before. Ryoga’s copycat gift took a little longer to discover (as it was initially thought that he and Seigo shared the same gift).
Despite their growing differences, Ryoga and Seigo’s affection for the other never wavered. When Seigo decided not to pursue any vocation from his gifts, and Ryoga was beginning to attract attention from his developing powers, neither did anything but support the other.
Ryoga’s gift is to mimic other people’s gifts. Initially he needed to come into physical contact with other gifted to absorb and store powers, but with time he is able to simply witness them in action. At first it started with one power at a time, but currently he can store three gifts that he can use at any given time. To this day, Ryoga is unable to choose which gifts to mimic and store, as his subconscious seems to make all the decisions. No pattern has been identified and the rotation seems completely random.
· Stretchy Arms – Ryoga can stretch his arms, long and or wide. The more they are stretched, the harder they are to control.
· Flying – Ryoga can fly, but only if he is whistling. If he stops whistling, he falls.
· Awkward Silence – Ryoga can break an awkward silence by making everyone involved in the silence blurt out something personal or that’s on their mind, but he doesn’t get to choose when it happens—it just does.
Nana is a shy, nerdy introvert who'd prefer to spend her time in the library than on the field. She doesn't have many friends (i.e., none), and tends to keep to herself for the most part. Those who have approached her may have found her awkward and nervous; the truth is she is a very lonely girl with big dreams and a bigger heart.[break][break]
To a majority of Nana's classmates, it's a mystery how the girl even got placed in Alpha class. Her powers are mediocre at best; most of her instructors are frustrated with her apparent lack of progress and inability to deal any more damage than the occasional combustive bubble.[break][break]
In actuality, Nana's powers are explosive and volatile. All her concentration goes into keeping them subdued in order to prevent a potentially large-scale disaster on school grounds.[break][break]
Born in South Korea, Nana was one of many with a fairly innocuous upbringing; the middle child of three with the perfect, golden-child older sister and rambunctious younger brother, often overlooked by her overworked but well-meaning parents. When she was 12 her father was promoted at work and moved the family overseas to Japan where the already introverted Nana struggled even further to break free from her shell.[break][break]
All of this changed the day her powers manifested. [break][break]
Though she has stayed closed-lipped about the event itself, the ruins of her former school speaks volumes. While she attempts to gain some control over her destructive, unstable abilities, she has moved out of her home and has only limited contact with her previous life.[break][break]
WANDERING QUIETLY RIGHT INTO MY DREAMS, IT'S ALL THAT I SEE
Beta Class is comprised of the second tier of students, those whose gifts and personal talents have still a great deal of potential but, for one reason or another, fall short of those in Alpha Class by the estimation of their interviewers and initial assessors. Traditionally the students of Beta Class form staunch rivalries with those of Alpha, always seeing the students 'above them' as targets to be beaten, milestones that they must prove themselves against. It's far from unheard of for members of Beta Class to surpass their peers in Alpha, driven by their desire to prove their placement wrong. This section will be filled out as members of Beta Class are encountered. Benjamin Williams Age: 17 Gift: Duplicate
A cocksure, boisterous and loud international student hailing from America, Benji's gift allows him to create copies of himself. Though he seems to have a chip on his shoulder about something or other, Benji is friendly enough - although his first contact with Alpha Class was having Eiko's 'friendship charm' used to trick him into carrying her bags upstairs... so first impressions haven't been great so far.
Name: Rio Fujita Peacekeeper Alias: (Will be 'Weaver' later) Age: 16 Gender: Female Sexuality:Straight
Appearance note: Rio's hair and threads aren't just white, but a semi-clear prismatic substance similar to pure silk (clean, but before dye)
Overview of Personality Never serious, always ready to blow off steam in a competition or a prank, Rio seems laid-back and relaxed on the surface, only barely obscuring a wild side by pretending to be bored and slyly eager for entertainment.
Bio Fujita's parents and grandparents are in the hospitality industry, owners of a traditional style inn in a rural area. Everyone works together in the small town, but it was expected that Rio would end up taking primary possession of the inn at some point.
That all changed when-- Well. Let's just say there was a very rude guest when Rio was 13. His bias against Gifted people caused him to say some imprudent things while standing next to a stack of freshly folded sheets. Maybe it proved him right, but Rio had no experience in holding her temper at that point. The rude guest didn't die, but it was a near thing.
Thankfully, she has a younger sister who is not gifted. Aki will take over the inn, eventually, and Rio gets to leave the small town where she was born, trying to ignore the whispers and the sighs of relief. Who would have thought that such an innocent sounding 'gift' would turn out so dangerous?
Gift Rio pulls threads. Either out of thin air, or out of cloth. To pull a real thread, she has to have touched it at some point within the past week or so. Getting hit by a thrown thread is like being shot with a needle, but the real trouble is that the thread stays anchored, and is roughly the same strength as a steel cable. The threads can, and do, ricochet, anchoring at each impact to make very thin nets. They linger approximately ten minutes unless concentrated on longer.
Lately she has been practicing both putting threads back into things (which can cause some hilarious problems when she essentially sews someone into their clothes), and increasing the number of threads she can throw at once (she is up to six now, and finds that the biggest problem is continuing to direct them past the initial throw and first bounce, resulting in a useless tangle most of the time.)
Tamu is used to being the center of attention. As his gift developed, he became exceedingly athletic and became dedicated to honing his skills, so it made him very popular among his peers. He is competitive, outspoken, and generally charming. But his extroverted behavior comes with a short and explosive temper. He tends to act more impulsively, with a "leap before you look" attitude, that could easily land him in trouble. His saving grace is that he still manages to be an excellent team player and self-aware, so he at least knows when he's being obnoxious or brash.
Tamu was born to a mixed race family with two gifted parents. His mother was touring the world for work and fell in love with his father when she spent some time in South Africa. Once she found out she was pregnant, she returned home to raise him properly, and his father began the process of getting his Visa. They were married by the time he was four and they were dedicated to raising their son to be nothing short of extraordinary.
His father was a renowned Champion back home, protecting the innocent and thwarting the wicked, but he found it harder to find work in Japan. As such, he turned to vigilantism. Tamu idolized his father, and aspired to be like him some day. His father had a similar Gift, and utilized it in a way that Tamu could only dream. One day, he declared that he would join his father's side and work as a vigilante, but his father sat him down and made sure he understood the importance of Peacekeepers. He put a new idea in his head; to go to the premiere Gifted Academy and become the #1 Peacekeeper in all of Japan. It was an attractive goal, and since Tamu always wanted to make his father proud, he agreed.
Tamu focused on his athletics and studies to be able to qualify to attend Wanatabe Academy, and was accepted in the Alpha Class his first try. He now aspires to have his own legion of Peacekeepers, and eventually go global.
Animus gives the owner the attributes and abilities of the animal that has been twisted into their DNA! Tamu has the strength, speed, and flexibility of an apex predator. His claws on his fingers and toes are retractable, his muscles are ridiculously sturdy, and his skin his painted with stylish spots. Night Vision and heightened senses are also perks of this particular Gift.
Passionate, hot-headed, and critical, Haru is a spit-fire of a teenager. Unafraid to go after what he likes, and refusing to accept things when they don’t go his way, he inevitably tends to be too much for most people. Possessive, and often-times vindictive when trying to retaliate, he is as dramatic as they come.
Haru started his rock band when he was just 13 with three other school mates, and has been trying to pursue a permanent career out of it to this day. He first picked up a set of drumsticks while out shopping with his father, and he hasn’t been seen without them since.
An only child to a single father, Haru’s life has been a constant pursuit of trying to one up his latest achievement, and never looking back. With his father’s equally-fiery support, the two move like a time-bomb from day to day.
Haru met Ryoga at a school event, after his band was asked to perform at the local sports day of the city. Not really a fan of football, Haru made an exception out of interest in the team captain, and proceeded to attend the rest of the tournament’s matches. After he had decided that he liked him, Haru introduced himself to Ryoga.
Haru and Ryoga have been dating, on and off, for a couple of years. Haru was not admitted into WPA, even after going through the arduous interview process. After being denied entry, he set fire to the school’s trash bins.
Magnetism - Haru can award and steal the magnetism of objects around him.
Shizuku was born alongside a twin. That twin, however, was not human. The small, lizard-like creature was initially separated and taken to be studied, but had to be returned almost immediately when it was discovered that separating the two made both ill. As they grew older they could go longer without needing physical contact, down to a minimum of a few hours a day, but physical exams have determined that both of them lack essential bodily functions that the other makes up for. Her ‘brother’ Zennyo cannot eat and without Shizuku would eventually starve, while Shizuku has no immune system and quickly falls ill away from Zennyo.[break][break] As he aged, Zennyo grew larger and stronger. Today, he is the size of a small horse, with the strength to easily flip a minivan. Plants seem to grow twice as fast in a three meter radius around him, and any water left in this radius will become potable after a few hours. Unfortunately for the Daidouji, he is also about as tame and obedient as a nature-born wolf, and extremely territorial of Shizuku. Much of their early lives were spent trying to domesticate him. Up to this point, they’ve only managed to make him ‘safe to the public’, which means no mawlings, no claws and minimal property damage.[break][break]
[attr="class","traitBlock"] The daughter of a shinto priest, Shizuku grew up in rural Kyoto. Because of her gift, she’s spent much of her life separated from others. Instead, she turned to nature and woodworking. When she wasn’t running after Zennyo, she was busy cleaning up after him. Along the way, she developed a skill for, and love of, carpentry and gardening.[break][break] Her parents do their best to accommodate Zennyo. They believe him to be either an envoy or a manifestation of the kami of their shrine. Shizuku isn’t as sure, but she goes along with it and is content to one day take over from her father.[break][break] Unfortunately, they have higher hopes for her than that. As soon as she was finished with her mandatory training, they applied to the WPA for her. Now accepted into this year’s alpha class, she has to find a way to make both herself and Zennyo useful.[break][break]