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PSI: Paranormal Security and Investigation

PSI: Paranormal Security and Investigation

0 INK

An RP about the government containing supernatural things and exploring fantasy style dungeons. Kind of like a cross between Zelda, Indiana Jones, and the Secret World

1,186 readers have visited PSI: Paranormal Security and Investigation since Protagonist created it.

Introduction

Everything you thought you knew is wrong. Except, that's not true.
However, some things you thought you thought were true are false, and vise-versa.

Myths, monsters, legends, and magic are very real, but all covered up by a secret government conspiracy. The government agency known as Paranormal Security and Investigation (PSI) has been keeping supernatural phenomena in the US under wraps since 1792. They've done this by erasing memories and by sending supernatural creatures on to various reservations locked away from society. However, by the year 1850, paranormal creatures have been allowed to leave their reservations (on the condition that they keep their nature a secret), and by 1912, they had recruited supernaturals into their ranks.



FACTIONS:


The Blood Cartel:
The Blood Cartel are a vampiric crime ring run by none other than Dracula himself.
They are, very simply, the 'blood cartel'. They hunt humans and drain them of their blood, which they then sell and distribute to other vampires. They even go as far as hunting down any non-cartel vampires. They are generally cruel and merciless towards non-vampires, but they do have allies in various necromancer groups.


START:
The SovieT Artifact Research Team. It was formed as a communist equivalent to PSI. However, after the cold war and the fall of communism, START became an orphaned organization with an artifact title. Currently, it funds itself by stealing paranormal artifacts, and then selling them to the highest bidder. Or just keeping them. Despite their name, they now operate internationally.


PSI:
A government agency dedicated to keeping the peace and protecting the human world (or, at least the United States) from supernatural and cultist threats.
They have four "sections", three of which operate like a police organization, while section 4 operates like a military organization and is called in only in emergencies.
PSI has the most access to modern weapons, though they occasionally carry black-powder or ancient weapons.


The Den:
A criminal organization run by werebeasts (primarily, werewolves), lead by the Big Bad Wolf.
They do everything from petty theft to drug sales. Unlike the Blood Cartel, they conduct themselves more appropriately. They try to limit collateral damage and are not nearly as violent. They are currently in a nasty turf war with the Blood Cartel.


The Parthenon:
The Parthenon is a constitutional monarchy ran by supernaturals. Their goal is to try to get out from under PSI's thumb and start their own nation, preferably through peaceful means. Having said that, they are hardly at war with PSI, and often work together.



The (Playable) Races:

Most supernatural creatures look slightly human in their 'base form'. However, as they become more mature, stronger, smarter, etcetera, they metamorph into a stronger form temporarily. (This is comparable to going super-saiyen)
The ability to metamorph is learned or attained through stress: it is similar to a human adrenal spike.
Supernatural creatures often use a special charm to appear human when they need to hide among said humans.


Humans:
Humans are the most common sentient race. Their isn't much to say about them, they live notably short lifespans, but not as short as fairies. Humans generally have access to equipment that non-humans don't have, and often understand the human world more. Most supernaturals don't know how to drive, for example.
However, there are numerous examples of initiated humans who decided to live on reservations, had families there, and adapted to the local culture such that they know more about the paranormal world than the normal one.


Dryads:
Dryads are an all-female race. They do not need to eat (though they can), as they are able to photosynthesize. They have pointed ears, and hair made of vegetation (typically grass). As they metamorph, their hair turns into leaves and their skin takes on a greenish sort of color, and they grow taller. A fully metamorphed Dryad looks not unlike a female ent. They reproduce asexually via seeds that grow on their head. They are predisposed to nature, and mages have a tendency to learn how to grow things.


Dracos:
Do not call them demons. That's offensive. And incorrect, for that matter (demons are evil Daeva). Dracos are more like dragons or reptiles, actually.
Dracos in their 'base form' look like humans with reptilian or avian eyes, and a forked tongue. Their are a few different types of Dracos, namely fire, ice, and acid dracos. When metamorphed, their skin becomes scaly and they usually grow more reptillian, avian, or draconian features, such as a tail, horns, snake-like hair, and some even get wings. A really metamorphed draco will eventually resemble a European dragon. The most powerful dracos, however, are able to transform into extremely powerful asian-esque dragons. But this is exceedingly rare.
Some of them also have beaks, but this is slightly uncommon.


the Myr:
Also known as Merfolk, the Myr are an aquatic species. They have gills on their necks, and webbing on their hands. Upon metamorphing, their skin starts to turn blue, and they grow large fins on their elbows. Eventually, they become more like what you typically think of when you hear the word "mermaid". They have a lifespan comparable to humans.


Werebeasts:
Werebeasts are exactly what they sound like. They are able to turn into any terrestrial mammal, save for ungulates and some others. Many of them are much more dangerous than the animal they mimic. Yes, even werepandas are dangerous. Without a charm, werebeasts generally retain their animal's ears and tail. Many werebeasts work for the den, but obviously, not all of them.


Taurids:
Similar to werebeasts, but able to transform into more herbivorous mammals like cattle, horses, deer, pigs, and elephants. Taurids generally have the horns of whatever animal they mimic, along with its feet. The more they metamorph, the larger their horns or tusks get, and their legs turn more like their animal. Eventually, they become a sort of centaur-like creature.


The Daeva:
Daeva are...angelic creatures. In their base form, they have a halo and pupilles eyes. However, as they metamorph, they become transparent, like a ghost, and then start to grow wings. The more powerful a Daeva is, the more wings it has. They often have powers over the weak-minded. Very powerful Daevas will generally cause humans to run in terror just by their aura alone. They also tend to be masters of deception, as well.
"Evil" Daevas (or Daeva-vampire hybrids) are usually refereed to as "Demons" among their other Daevas, while virtuous ones are called Angels.
It's believed that Daevas reincarnate from the souls of humans who died in infancy or in the womb. This is possibly true, but not scientifically substantiated.



Vampires:
Technically, not a race. Instead, they are sentient beings afflicted with a rabies like disease. Said disease causes them to have a literal thirst for blood, especially human blood. Sometimes this bloodlust becomes uncontrollable for them, but not always. It also gives them an enhanced healing ability, increased strength, and sometimes increased magical abilities. However, they have two notable weaknesses: Sunlight (which does not burn them like in the movies, but does cause them to become hemophiliac as opposed to super-regenerative), and an allergy to garlic. Humans are most likely to become vampires (the disease usually just outright kills other creatures), but there are examples of vampires in every species.



Genies:
So they can't grant wishes, and that's lame. However, some of them are powerful mages.
However, they are able to turn into smoke, dust, and sand, and they often hide out in small places like bottles and such.


The Yuukites:
Ice people. They usually have skin that's various shades of teal. Snow and ice feel sort of lukewarm against their skin, as if it were glass or something. They also have a tendency to be able to see their own breath, even when it's warm out. Having said that, they can be harmed by very extreme cold. For example, liquid nitrogen like temperatures can harm them.


Elves:
Elves are descended from humans granted immortality. Or are humans granted immortality. They exist in nearly all environments, and coexist peacefully with most of the other races. They are in fact, the most common supernatural sentient creatures.




Magic:

There are three or so kinds of magic: Psionics, Conjuration, and Alchemy. All of which involve the manipulation of an entity known as "Ether", also known as "Chakra", "Chi", "Life Force", the list goes on.

Alchemy:
Alchemy is magic applied to chemistry. It uses for the creation of new, magical materials. Enchanting, potion making, that sort of thing.
A subgroup of Alchemists are the potion-crafters, who craft potions. For example, healing potions. There's also alteration potions, which change the race, gender, or appearance of whoever consumes it. This is actually where the myth of the green-skinned which comes from: Many witches and wizards decided they wanted to be immortal, so they used alteration potions to turn into dryads, who often have green skin.


Psionics:
Magic "powers", like the ability to manipulate elements and teleport short distances and that sort of thing. The most common psionic power is telekenesis, followed by elemental abilities similar in nature to bending in Avatar. In order to use a Psionic power, one needs a magic ring, wand, or staff.
Some examples:
-Telekenesis: Self-explanatory.
-Pyrokenesis: Control over fire.
-Florakenesis: Control over plants, fungi, and some insects.
-Geokenesis: Control over rock, earth, sand, dust, and smoke.
-Cryokenesis: Control over ice and coldness. But not water.
-Hydrokenesis: Control over liquid water.
-Electrokenesis: Control over electricity.
-Emphokenesis: The ability to heal with a touch.


Conjuration:
Conjuration works through the summoning or creation of a new entity.
For example, the ability to summon a rock golem to falcon punch your enemies. Or the ability to raise the dead.
Another example is mimic power, which allows one to create a copy of a weapon or a psionic ability which they can use temporarily. Mimicked weapons are not necessarily of the same quality as their original. Some are weaker, and some are stronger. Depends on the Conjurer's abilities.



____

Reccomended CS:

-Name:

-Race:

-Age:

-Appearance:

-Equipment/Weapons: (Keep in mind, most supernatural creatures do not have access to advanced technology, and mostly rely on medieval weapons and gadgets. Even PSI agents generally rely on Schizo Tech)

-Magic:

-Skills: (Any non-magical abilities they have. For example, driving or marksmanship)


Then, do at least one of these fields:

-Personality:

-History:

-RP sample: (2 paragraphs long)

Toggle Rules

1. No sexual RP.

2. Consensual death: Do not kill characters that aren't yours without permission.

3. You may not start out with any 'legendary' weapons of any sort.

4. If you're a supernatural, you should only be able to transform once or twice, if at all.

5. If you want to make a change to your character, do tell me. New equipment, alteration potions, ect, make just about any change to your character possible.

6. As for modern weapons, you usually shouldn't have anything more powerful than a submachine gun.

7. Rules are subject to change.

8. Exceptions to these rules will be made at my discretion.

9. In 'available' characters, you might find a few characters you like, taken directly from folklore, mythology, and legend. Ask if you want a character added to that list, or want to apply for one.

Browse All » 5 Settings to roleplay in

The Silver Key Islands

The Silver Key Islands by Protagonist

Greco-Roman Aquatic Area

The Arctic

The Arctic by Protagonist

An icy region, home to Santa's workshop and other cool things.

The Forest

The Forest by Protagonist

A forested region in Central America

The Desert

The Desert by Protagonist

A desert, complete with cacti.

The Castle

The Castle by Protagonist

A Castle Town

The Story So Far... Write a Post » as written by 0 authors

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Game Master Controls

Welcome home, Promethean. Here, you can manage your universe.

Arcs

Arcs are bundles of posts from any location, allowing you to easily capture sub-plots which might be spread out across multiple locations.

Add Quest » Quests

You can create Quests with various rewards, encouraging your players to engage with specific plot lines.

Add Setting » 5 Settings for your players to play in

Settings are the backdrop for the characters in your universe, giving meaning and context to their existence. By creating a number of well-written locations, you can organize your universe into areas and regions.

Navigation

While not required, locations can be organized onto a map. More information soon!

The Silver Key Islands

The Silver Key Islands by Protagonist

Greco-Roman Aquatic Area

The Arctic

The Arctic by Protagonist

An icy region, home to Santa's workshop and other cool things.

The Forest

The Forest by Protagonist

A forested region in Central America

The Desert

The Desert by Protagonist

A desert, complete with cacti.

The Castle

The Castle by Protagonist

A Castle Town

Add Group » 0 Factions to align with

There are no groups in this roleplay!

Collectibles

By creating Collectibles, you can reward your players with unique items that accentuate their character sheets.


Once an Item has been created, it can be spawned in the IC using /spawn Item Name (case-sensitive, as usual) — this can be followed with /take Item Name to retrieve the item into the current character's inventory.

Mobs

Give your Universe life by adding a Mob, which are auto-replenishing NPCs your players can interact with. Useful for some quick hack-and-slash fun!

Mobs can be automated spawns, like rats and bats, or full-on NPCs complete with conversation menus. Use them to enhance your player experience!

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Locations where Mobs and Items might appear.

Events

You can schedule events for your players to create notifications and schedule times for everyone to plan around.

Permissions

Add and remove other people from your Universe.

The Forge

Use your INK to craft new artifacts in PSI: Paranormal Security and Investigation. Once created, Items cannot be changed, but they can be bought and sold in the marketplace.

Notable Items

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The Market

Buy, sell, and even craft your own items in this universe.

Market Data

Market conditions are unknown. Use caution when trading.

Quick Buy (Items Most Recently Listed for Sale)

Open Stores

View All » Add Character » 3 Characters to follow in this universe

Character Portrait: Saint Nicholas
Character Portrait: David Smith
Character Portrait: Vlad Dracula

Newest

Character Portrait: Vlad Dracula
Vlad Dracula

The leader of the Blood Cartel

Character Portrait: David Smith
David Smith

Rookie PSI agent

Character Portrait: Saint Nicholas
Saint Nicholas

Santa Claus

Trending

Character Portrait: Saint Nicholas
Saint Nicholas

Santa Claus

Character Portrait: David Smith
David Smith

Rookie PSI agent

Character Portrait: Vlad Dracula
Vlad Dracula

The leader of the Blood Cartel

Most Followed

Character Portrait: Saint Nicholas
Saint Nicholas

Santa Claus

Character Portrait: Vlad Dracula
Vlad Dracula

The leader of the Blood Cartel

Character Portrait: David Smith
David Smith

Rookie PSI agent


View All » Places

The Silver Key Islands

The Silver Key Islands by Protagonist

Greco-Roman Aquatic Area

The Arctic

The Arctic by Protagonist

An icy region, home to Santa's workshop and other cool things.

The Forest

The Forest by Protagonist

A forested region in Central America

The Desert

The Desert by Protagonist

A desert, complete with cacti.

The Castle

The Castle by Protagonist

A Castle Town

The Arctic

An icy region, home to Santa's workshop and other cool things.

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