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fol·ly·cle

/ˈfälēk(ə)l/ : a cavity that secretes folly
Roleplay Invitations
Group Roleplays, One on One Roleplays
Posting Speed
One Post a Day, A Few Posts a Week
My Usual Online Time
8 a.m. to 3 p.m. EST
Writing Levels
Adept, Advanced
Genders You Prefer Playing
Primarily Prefer Female
Playing Style- Passive or Aggressive
Aggressive
Favorite Genres
Modern Fantasy, Fantasy, Psychological, Action, Steampunk
Genre You DON'T Like
Yaoi, Furry, Strictly Romance, Excessively Slice of Life
#1

Psychokinesis (henceforth referred to as PK) is an ability that humans evolved to possess around the year 2101. The father of the first human to demonstrate an ability to use PK would become the director of the then called Psychokinesis Project. The ability had manifested itself at the age of 12, and granted the young girl the ability to levitate, speak telepathically, and use telekinesis. Scientists closely monitored the girl's condition. Realizing the danger involved with such an ability, work was quickly started to develop a means of controlling this power.

A specialized chip was designed and implanted at the upper tip of the girl's spine, just where it connected to the brain. This allowed the scientists to disrupt the signals in the part of her brains that showed activity during PK use, thus allowing them to stop her if she went out of control. Unfortunately, the girl died shortly thereafter, proving unable to deal with the stress PK placed on her brain. A pill, named Psyche, was developed to offset the effects of PK usage, which included a shortened lifespan, extreme migraines, and brain deterioration.

Further noting the combat capabilities of such a skill, and noticing a slow increase in the number of individuals capable of PK, the government began hoarding orphans to use as military super weapons. Thus, research into making weapons compatible with their newfound powers began. It wasn't long before they found a highly malleable metal that reacted extremely well to Psychokinetic abilities. Harvesting this metal, they fashioned it into a small sphere for easier portability.

During the year 2113, the first Variable was created. From that point on, those capable of using PK were deemed Constants, and the Psychokinesis Project was renamed the Variable Project. In the years that followed, several new types of variables would be created, each of them reacting differently to an individual's unique brainwave patterns. Those would be the long-range physical type, the short and long-range mental types, and the most dangerous of all, the spatial type.

In the year 2113, the International Variable Organization (IVO) was created. Best thought of as a top secret UN that focuses exclusively on variable laws between countries, it was their way of maintaining a peace. They enjoyed it for a time, until a Russian Constant went rogue and headed towards the US in 2119. The US sent out a Constant of its own in retaliation, but the rogue Russian destroyed the chip that regulated the Constant's PK usage and convincing her to run away with her. In the year that followed, the two made various enemies and allies in their quest to expose the corruption of the Variable Project to the world. It was during this time that Anti-Psychokinetic equipment came into development, as a means of combating rogue Constants.


  

Variable Types


  
Short-range Physical
Power: High
Speed: Medium
Flexibility: Medium
Year Developed: 2113
Summary: Short-range physical types require that their user not only sync with them, but also maintain constant contact in order to be used. While slower movement wise than long-range types, the short-range physical type beats out its competitor in transformation speed. Likewise, it has a higher durability and strength.

Long-range Physical
Power: Medium
Speed: High
Flexibility: High
Year Developed: 2113
Summary: Long-range physical types only require a one-time sync, after which the user can control them remotely without maintaining physical contact. The fastest of the variables types, long-range physical types are akin to bullets, capable of being launched at a high speed at targets, while also retaining some of the transformability of their short-range variants. Unlike short-range types, long-range types are capable of division, allowing the user to launch a myriad of shots. The less dispersed a long-range type, however, the more powerful the shot. If a short-range is spread thin enough, long-range types are capable of penetrating it.

Short-range Mental
Power: Low
Speed: Varies
Flexibility: Low
Year Developed: 2114
Summary: Short-range mental types enhance the abilities of the user, sometimes grant them new ones, and are inserted as chips uncapable of transforming in the back of the neck, activating in response to being acted upon with Psychokinesis. Though not capable of anything too wild, they're still extremely helpful in battle, especially when combined with a physical type. These are the preferred type for missions involving espionage. Abilities granted by a short-range mental type that would affect another person requires physical contact between the two parties.

Long-range Mental
Power: Low
Speed: Varies
Flexibility: Low
Year Developed: 2114
Summary: Boasting the ability to affect others with granted abilities without the need for physical contact, long-range mental types hold an advantage over their short-ranged brethren when it comes to bringing detrimental effects down upon one's target.

Short-range Spatial
Power: High
Speed: Low
Flexibility: Low
Year Developed: 2115
Summary: Short-range spatial acts similarly to long-range physical types, but the area of influence is limited to the user's immediate vicinity, typically a bubble of a foot or so. The most typical form taken by spatial types is antimatter, which essentially chews away at whatever interacts with it, consuming anything it touches bit by bit.

Long-range Spatial
Power: High
Speed: Low
Flexibility: Low
Year Developed: 2115
Summary: The same as short-range spatial, but with an area of influence that could probably cover the typical city block.


  

Psyche


  
Research has found that active usage of Psychokinesis shortens one's lifespan and deteriorates the brain. To counteract this unseemly effect, IVO developed a drug referred to simply as Psyche, which was administered to the brain automatically every so often via a chip implanted near the top of the spine — a chip that also served as a means of keeping tabs on Constants so they don't escape. Repeated use of Psyche has caused most Constants to develop a dependency on the drug, and, should they stop having it administered, are at immense risk of death. In most cases, a Constant will become corrupted, at which point they lash out, before succumbing to death as a result of their brains turning to mush, unable to withstand the strain of its own Psychokinesis usage.


While it is typical for Psyche to be administered via the chip, tablet forms do exist for cases of emergency.


  

Corrupted Constants


  
Corrupted Constants are those who've either used Psychokinesis far too excessively, beyond what their brain is capable of handling, those going through withdrawal from not receiving Psyche after having become dependent on it, and those who've attempted to sync with custom-made variables for which they are not compatible. Notable features of corruption are discoloration of the hair and eyes, as well as enhanced Psychokinetic abilities during the moments leading up to their death. In extremely rare cases, with careful and regular administration of the Psyche drug, it is capable for a corrupted Constant to live days, weeks, and sometimes even months before succumbing to death.



  

General vs. Custom Variables


  
General Variables are those crafted from bits of the metal that've been found to be universally accepted across Constants. The downside to having been so cheaply crafted and so widely usable is that they aren't nearly as durable as custom made variables, and are better suited for training purposes than actual combat use. Custom made variables are crafted and tailored for each individual Constant. As a result, only that Constant's particular Psychokinetic patterns will be able to successfully sync with the variable without risk of corruption. Due to their increased durability and power, custom made variables are easily able to break general variables.



  

Timeline of Current Events


  
2101 — The first case of Psychokinesis is discovered in the United States. Subsequent cases appear around the world throughout the coming month. Research into Psychokinesis and its' possible uses begin.


2104 — World governments begin to take in orphaned children that demonstrate themselves capable of Psychokinesis as test subjects, while great strides continue to be made in Psychokinetic research.

2110 — The world militaries decide on using Psychokinesis users as militaristic trump cards, subjecting them to various brainwashing methods and training them to be mindless killing machines.

2111 — Research into how Psychokinesis reacts with various substances leads to the discovery of a rare, malleable metal that would soon come to be termed as a "variable". Incompatible "syncings" resulting in death lead to the development of the Variable Efficiency and Control Test (VECT). Those who wield variables are coined Constants, and the officially named Variable Project is initiated.

2113 — The International Variable Organization (IVO) is founded to to establish rules and regulations regarding various aspects of variable development and usage. Short-range physical type variables are created and combat tested. Long-range physical types follow shortly thereafter.

2114 — Short and long-range mental type variables are developed to enhance preexisting abilities of Psychokinesis users.

2115 — Short and long-range spatial type variables are developed, but quickly banned after being deemed too dangerous for use.

2119 — BlaC, the Constant representative of the United States, is suspected to have been terminated by the Russian representative, WeiD, who'd gone rogue.


  

Roleplay Information


  
This roleplay revolves around the escape of a small group of Variable Project test subjects from a United States government facility, and their journey to find the evidence they need to expose the Variable Project to the world, as well as the trials and tribulations they face along the way. It should be noted that all characters were taken into the facility as orphans. I'm looking for up to eight people capable of putting out two or more paragraph posts on a weekly if not semiweekly basis, with attention paid to grammar and the like. There will most likely be collabs involved, particularly during fight sequences (we'll be using a site called Etherpad that's proven useful to me in the past). Access to Discord is also preferred. If you have any questions whatsoever about the setting or anything contained therein, feel free to ask me either in PM or here.



  

Rules


  
1. Follow all site rules and policies, obviously.
2. No OOC drama. Respectful debate will be allowed, but don't drag it out or drag someone's character (them as a person, not their actual OC) into it.
3. Tell me beforehand if you'll need to go a week or longer without a post. I'd like to keep to a twice weekly pace if possible, but if you won't be able to post at all for a week, let me know so I can work around it while still progressing the story.
4. The GM's word is law. I'm all for players leaning the story towards various directions, but if you try to take it somewhere I don't want it to go or that seems unrealistic given the circumstances, don't push it.
5. Big one, no godmodding. Expect to get curbstomped in some of this roleplay's fight sequences. It's going to happen.
6. Try to have a good time and always respect your fellow roleplayers.
7. If you're ever unsure about anything at all, please take it to me rather than guess. I'd rather you know beforehand than write something that ultimately ends up needing to be rewritten.



  

Character Sheet

  

Full Name:

Nickname:

Age:
(Somewhere in the teens. No younger than 13, no older than 19)


Sex:

Personality:
(Typed description or bullet list of both positives and negatives. Include likes and dislikes here.)


Appearance:
(As it differs from any images provided. Art is preferred to photos of real people)


Constant ID (CID):
(Go with a number between 006 and 013 for this, no repeats)


VECT Results:
(What types of variables is your character safely compatible with; if mental, specify what ability their mental bestows them with, accompanied by a short description. Nothing too whacky)


Variable Style:
(How your character uses their variable(s) in a way that makes them stand out)


Relationships:
(To be established between you and your fellow roleplayers upon approval)


Character Theme Song:
(Optional, but recommended)


Other:
(Anything special you want to include. Trivia, VAs, such and the like)


Writing Sample:
(While not absolutely necessary, I would prefer a method of gauging writing ability so as to determine whether or not you match the style of writing I'm looking for in this roleplay)



  
Subject to change.
 
Last edited:

jeshem

Cold, tired, sleepy
Roleplay Invitations
Group Roleplays, One on One Roleplays
Posting Speed
Several Posts a Day, A Few Posts A Day, One Post a Day
Writing Levels
Give-No-Fucks, Beginner
Genders You Prefer Playing
Male
Playing Style- Passive or Aggressive
both
Favorite Genres
fantasy, scifi, modern, action
Genre You DON'T Like
Romance, furry
#2


‾‾‾ IT IS MY RIGHT ‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾


profile Appearance Personality Relationships


  • Name:
    Mordecai Booker

    Sex:
    Male

    Age:
    17

    Birthday:
    ??/12/21??

    Constant ID (CID):
    011


    VECT Results:
    Short-range physical
    --------------
    Mordecai doesn't have a "favorite" weapon he shapes his Variable into. Instead, his style of combat requires him to constantly change his weapon's shape in order to suit his current situation. From long reaching spears to flashing dagger to giant hammers whirling above his head, Mordecai has used them all. The most common "default" form Mordecai's Variable takes, however, is a flexible bladed whip capable of extending and retracting at his will.


  • Hair: White, short, and neat.

    Eyes: Dark brown

    Height/build: 5'9", 178 lbs, average build

    Physically, Mordecai is not much to look at. When he isn't smirking or scowling, his face is rather forgettable and his average build allows him easily to blend into a crowd, not standing too much taller or shorter than the people around him.

  • Mordecai, being a Constant, is a human variable. He has no wish to see the world burn nor does he have any aspirition to save the world from impending doom. A cynical man with slightly nihilistic views, concepts such as morality and purpose are lost on him. Loyalty, trust, and honor, likewise, are meaningless to him. He doesn't care if what his actions harm or benefit others. He simply does what he does because he wants to.

    While an extremely driven individual, Mordecai also understands the importance of tact and patience. There is no limit of how far he would go, no price too high, and no life too precious that will stop him from doing everything he must in order to achieve his goals. This is not to say that he always impulsively rushes head first into situations. He is completely capable of playing the long game, willing to lie, flatter, and wait for a more opportune time if he deems it necessary.

  • N/A


The rubber ball dropped, bounced off the faded wooden floor, and hovered in the air for a second. Drop, bounce, hover, drop bounce, hover. Mordecai's eyes lazily followed the toy as it moved up and down, always hitting the same spot on the floor as if guided by some invisible funnel. He could hear the voices of the adults in the other room behind him, muffled by the stained white wall. They had sent him out of the room for the adults to talk about their adult things, as if they expected him to not know. But he did know. Drop, bounce, hover, drop, bounce, hover.

He had seen that look of her eyes. Miss Everest was the young caretaker of the children at this orphanage. She was also one of the adults Mordecai actually liked. Nice, patient, pretty, she seemed to be the only one who believed that the young psychic could grow up to be something good. Of course, this was several months ago, well before she truly realized what he could do. She had tried before to find some sort of logical explanation of the strange occurrences that happened after Mordecai's arrival. Strange occurrences such as invisible forces shoving the children around and hurling objects across the room. She tried to pretend everything was alright up until she caught Mordecai levitating his toys in the air. From then on, she was just like all the other adults.

If he had to guess, fear was the first thing Miss Everest felt when she caught him. Fear was always the first thing he saw. Perhaps there was a bit of disgust after that, or maybe hatred. Either way, all Mordecai knew was that she always left the room as soon as he entered and never let him get close to any other children. Mordecai hated it. With the previous adults, he could at least be angry with them. With Miss Everest, however, he almost felt sad.

Drop, bounce, hover, drop, bounce, hover.

Now, he waited. He knew what came next. Miss Everest would, like all the other adults, come to him with a fake smile telling him, like all the other times, that they had found a better home for him, like all the other places. He would pack up what little he had and be guided to the front door without any of the other children even acknowledging his presence, let alone his departure. Miss Everest would be at the door, not to see him off but only to open the door for him. Perhaps she would have some parting words, a lie perhaps of how he was a wonderful child and how she would miss him. Mordecai wasn't sure if he prefered that or simply fearful silence.

He locked the ball into place in the air before allowing it to fall, guiding its descent. A door creaked behind him as it slowly swung inwards, revealing a man in a grey suit and matching colored hair. Mordecai released the ball as the man walked up to him and knelt down to meet the boy's height. Mordecai immedietly disliked the man for the number of white teeth he revealed in his overly friendly grin.

"Hello, Mordecai. May I call you that?"

"Do I have any other name you can refer me by?" The reply was cold but the man simply responded with a chuckle.

"I suppose not. Now, Mordecai, I suppose you already know what is going to happen?"

The boy nodded.

"Well, here's the thing. You're not the only one with these, uh, gifts."

The man chose his words carefully but the boy's face remained impassive.

"There are others like, also children, who are all taken care of by an organization. An organization I represent."

The man's grin faltered only so slightly as he tried to read through the boy's stone face.

"I'm here to bring you to them. You'll be cared for, you'll have friends, and most importantly, you will never be alone ever again."

"Where, when?"

The man was caught off guard by the boy's sudden response but his grin grew wider as he realized that he had the boy.

"Not too far from here, and right now."

 
Last edited:

fol·ly·cle

/ˈfälēk(ə)l/ : a cavity that secretes folly
Roleplay Invitations
Group Roleplays, One on One Roleplays
Posting Speed
One Post a Day, A Few Posts a Week
My Usual Online Time
8 a.m. to 3 p.m. EST
Writing Levels
Adept, Advanced
Genders You Prefer Playing
Primarily Prefer Female
Playing Style- Passive or Aggressive
Aggressive
Favorite Genres
Modern Fantasy, Fantasy, Psychological, Action, Steampunk
Genre You DON'T Like
Yaoi, Furry, Strictly Romance, Excessively Slice of Life
#3
"Got 'em"

Damn it, Mordecai.

Everything checks out. You missed the personality section though, but I'll assume that's a WIP. Once you have that, you'll be as good as approved. Also, spatial types are off limits, as they were banned before the start of this roleplay.

I liked the writing sample, by the way. Actually made me wish there was more. Different face claim this time around, too!
 

fol·ly·cle

/ˈfälēk(ə)l/ : a cavity that secretes folly
Roleplay Invitations
Group Roleplays, One on One Roleplays
Posting Speed
One Post a Day, A Few Posts a Week
My Usual Online Time
8 a.m. to 3 p.m. EST
Writing Levels
Adept, Advanced
Genders You Prefer Playing
Primarily Prefer Female
Playing Style- Passive or Aggressive
Aggressive
Favorite Genres
Modern Fantasy, Fantasy, Psychological, Action, Steampunk
Genre You DON'T Like
Yaoi, Furry, Strictly Romance, Excessively Slice of Life
#4
Updated the Roleplay Information and Character Sheet sections.
 

TyranntX

Undisputed king of the Dinosaurs
Roleplay Invitations
Group Roleplays
Posting Speed
Several Posts a Day
#5
WIP - Some things Subject to change


Full Name: Kyle Siegfried

Nickname: Number 6

Age: Unknown (physically 16)

Sex: Male

Personality: Kyle has multiple personalities due to his background.

-Very quiet, so much so that he rarely speaks verbally. doesn't speak through telepathy

-As the name suggests, this personality is harmless, and has a child-like curiosity & behavior. Does not fight.

-Usually nice and kind hearted.

-This Personality is usually present if he is around a large enough group of nice people long enough

-This personality cannot use Psychokinetic powers

-Usually speaks through telepathy, RARELY verbally speaks.

-This personalty is stoic, and cares little for those around him. When he fights he dose so to brutally disable his foes, albeit by making them suffer for long periods of time. RARELY strikes to kill, in fact this personality tries to avoid murder. The Cold personality will only fight, if it thinks he needs to. Otherwise, he will just play on the defensive.

-Very distant of others, both for his dislike for people and to keep the innocent safe from his most dangerous personality.

-This personality is usually present at all times, but usually only shows up when he is alone or win small groups.

-This personality Can use all of his psychokinetic powers

-Only Speaks Verbally, usually to himself and his other personalities. He can come off as a bit troubled, rushed, and short of breath.

-This one is very cowardly, and does not fight. So much so that he tries to avoid fighting.

-Very afraid of other people, regardless of who they are.

-This personality can only shows up when Kyle is isolated and confined. or if Kyle is alone for too long.

-The Paranoid Persona can only use it's powers up the "Normal Frequency"

-Almost always speaks verbally, though he can speak through telepathy if need be.

-This personality is a bloodthirsty, homicidal, sociopath. He is under the belief that violence is the answer to everything, and thus likes to torture his victims before killing them.

-This persona cares only about killing, preferably humans

-Due to the suppression of psychokinesis project, this personality rarely shows itself. It is unknown what causes the psycho personality to surface, though it most often dose so when Kyle is in mortal danger. Though this is not a definitive condition, nor dose it always happen when it is met.

-This personality can use psychokinetic powers, though RARELY dose so beyond the "High" frequency.

Appearance: Image as seen above, dose not own jewelry. Stands 5'6" and weighs 170 LB

Constant ID (CID): 006, hence the nickname "Number 6"

VECT Results: Long-Range Physical

Variable Style: Kyle is special kind of psychokinetic being, he can use up to 20 powerful tendrils with varying effects. For simplicity think of these tendrils as long, invisible, possible claws that sprout from Kyle's back that can move at 300,000 MPH. Kyle can vibrate these tendrils at different frequencies, each of which as a different effects.

At this level, Kyle's tendrils can pas through objects and people with no effects. However, should Kyle chose to link a tendril to certain parts of the brain, he can see and hear from the end of it. Perfect for spying. Kyle can control up to 3-6 tendrils at this level at a range of 1000 ft.

At this level, the tendrils are solid and very powerful. They can be used as bullet proof shields and can lift and through a large car at a considerable distance. Kyle can use up to 10-12 tendrils at a time at this level with a range of 2500 ft.

A Favorite of the "Psycho Personality", tendrils at this level can slice through flesh, tear through steel, and smash concrete. Kyle can use all 20 tendrils each with a range of 5 miles, and tendrils at this level are blast proof.

At this level, the tendrils become visible and can strike with an explosive force of 1.5 kilotons (10% of the Hydrogen bomb dropped on Hiroshima.) This however puts great strain on Kyle's body and will knock him out by using this even once, so Kyle typically uses this frequency ONLY as a last resort. WARNING, This is the only stage where the Tendrils are indestructible! But due to the powerful nature of this stage, Kyle can only Manage 4 tendrils

Relationships: N/A

Character Theme Song: (this is with the Psycho personality in mind)


Other: He is found of Reptiles, and doesn't like people. One of his personalities is claustrophobic, the paranoid personality is hemophobic, and the psycho personality fears nothing. The innocent personality is left-handed, the paranoid personality is right handed, the other two are ambidextrous.
 

jeshem

Cold, tired, sleepy
Roleplay Invitations
Group Roleplays, One on One Roleplays
Posting Speed
Several Posts a Day, A Few Posts A Day, One Post a Day
Writing Levels
Give-No-Fucks, Beginner
Genders You Prefer Playing
Male
Playing Style- Passive or Aggressive
both
Favorite Genres
fantasy, scifi, modern, action
Genre You DON'T Like
Romance, furry
#6
And updated! Now with a personality and an actual theme song.