Subplot III: Colonization of Cells
A reveal of the people who came in contact with and were forever changed by samples from the Novum Stretch when a Morphos truck crashed into Arkney Public High School in 2003. See below the cut for more information.
Normal is a hot commodity in Arkney, a place that always seems to fall on the wrong side of weird.
Growing up in the limits of this rundown town means seeing, hearing, and even dreaming of what most perceive to be the unthinkable. On any given day, the residents here are set to witness things that bend the rules of nature as they know itâas was the case of January 10th, 2003.
It all began on a seemingly normal school day at ARKNEY PUBLIC SCHOOL, when its student body and faculty members were interrupted by a barrage of sound that shook the building to its core. A herd of headlights followed belonging to black vans that came cutting through the fog.
Trying to find the source of the commotion, a small crowd of daring students gathered around the buildingâs corner to peer through the thick gray covering the street. What they saw was shattered glass on asphalt and obliterated brick walls. And centered in it all was an upturned truck with smoke billowing from its crushed engine, its cargo lining the road.
And from there, things only got stranger.
Morphos had been transporting the last of its collected bio samples from the THE IMPACT to an off-site station outside of town, when the driver âlost controlâ of the vehicle and went blasting through the side of the schoolâs gymnasium.
The leaked biohazard was fast-moving and viscous, leaking into the pavement and oozing through walls; its smell acrid and sharp. Scattered in the mess of blackened sludge and opalescent trails were children caught on their backs, some knocked out cold from the sudden destruction.
For some, it ended with a graze and an open cut. But curious others reached out, extending their fingers to touch the fluorescent substance and feel it seep under their nail beds and into their pores.
Though most left the incident unscathed (i.e., never coming in contact with the substance), there were those who would be forever changed by this random, cataclysmic, chance encounter.
20 STUDENTS between the ages of 6 and 18 saw the blur of the speeding vehicle, felt the force of its blow, and lost consciousness in the resulting puddles of dark sediment. When they awoke, they found themselves inside a quarantine zone, surrounded by makeshift walls erected on the old baseball field. These 20 children soon began to exhibit extraordinary, even inhuman, abilities.
Taking some of the children into temporary custody, Morphos were quick to monopolize the situation. A few of them came to know Morphosâ facility as their unhappy, permanent home. The rest were returned to the care of their parents in light of fervent and aggressive protests over the familiesâ separations.
But wherever they ended up, all of the children were forever changed.
While some individuals with abilities have been lucky enough to live relatively free and unbothered lives, there are a small few that have been either partially or fully confined to the Genesis compound for study.
All of the subjects have been âchippedâ in an effort to track vitals and locations, and to help the HUMAN SUBJECTS unit at Genesis keep tabs on powered individuals. These microchips transfer data back to the Human Subjects unit and help them keep a proper log of their whereabouts, should their powers get out of hand.
Canons with abilities are listed as Subjects in Subplot I: A Fixed Purpose.
ABILITY INFORMATION
There are 20 open spots for children affected by the incident on January 10th, 2003.
These children would have attended ARKNEY PUBLIC SCHOOL at the time and their ages would have then been between 6 and 18.
The abilities are not passed down genetically and cannot be transferred from one person to another.
Those affected by the spill can leave Arkney County, but their powers diminish the further they get from the Stretch/fog.
Presently, abilities cannot be gained in another event, past or present, unless approved and assigned by the staff.
For future plot purposes, powers of manipulating dreams/dreamwalking are banned.
The effect and power of each ability is low to mild.
Generally, the energy exerted when using an ability equals two or three times the energy one would expend on a âregularâ activity. For example, teleporting once is equivalent to running 5-10 miles.
Because these abilities are not within the normal capabilities of the human body, there is a limit to how many times they can be used in a span of 24 hours. Depending on the ability, the amount of times will range from 1 to 5 times per day. After that, the individual will become too physically exhausted to function and may even be incapacitated. The more strenuous the action is, the longer the recuperation time. For example: Ryan teleporting 3 times in one day will exhaust her abilities for nearly 18-20 hours. She will require an excess of food and rest before she is ârecharged.â
In our application you are required to write about the characterâs ability, its limitations and how it affects them physically, mentally, and in regard to their recuperation.
Only admins are able to approve abilities. We may ask for revisions if the ability exceeds or does not meet the limits of the lore.
After the incident, the public had mixed opinions on the kids ranging from fear to fascination. Most believed the abilities were mere rumors; the aftereffects of a horrible incident. As time went on, some monetized their theories by making merchandise and coining the nickname âG00 BAB1ESâ to represent the kids and it can still be seen featured on a wide-range of products, especially t-shirts, mugs, and hats.
Throughout the years, the publicâs interest in the kids has waned. Adversely affected by the incident and their abilities, some of the kids have been seen as âdisturbedâ and became pariahs in their own neighborhoods, families, and friend circles. Others acted out at being made outcasts, almost disbelieving of what they could suddenly do. A small number have been embraced and exalted for the possibilities that their âimagined giftsâ presented.
Each kid has been assigned a handler who checks in and keeps in regular contact with them. The handlers work for and report back to Morphos. Some have come and gone over the years, while others have remained with the same handler from the incident to the present day.
All of the test subjects have been âchippedâ in an effort to track vitals and locations, and to help the HUMAN SUBJECTS unit at Genesis keep tabs on powered individuals. These microchips transfer data back to the unit and help them keep a proper log of their whereabouts, should their powers get out of hand. All subjects are aware of their implanted microchips.
 Some ability examples include but are not limited to:Â
Psychokinesis Cloaking/Invisibility Levitation (Flight is banned) Intuitive Aptitude Low-Range Telepathy Low-Range Persuasion Strength Mediumship Mental Projection Elemental Manipulation Force-Field Generation Light Generation Energy Absorption/Emission And more ideas can be found here.












