About
During the Holocaust, the Nazis created a generation of people with paranormal abilities, which would prove hereditary. After the war ended, these people were sought out by the world's governments, and organized into intelligence and regulatory agencies known as "Division". Over the course of the next fifty years, Division experimented on and cataloged individuals who refused to cooperate, also known as "Rebels". Slowly, Division broke apart, operating not by itself, but as a military faction of its own government. This led to a brief decline of Division's power, few countries keeping control of the Rebels in their territories. But now, Division has reunited, and, though the branches continue to operate as a government faction, they work together now.
Who will you Choose to be?
An Agent, who lives their life to track down and capture Rebels?
Or a Rebel, who will do
anything to keep out of reach of Division?
Or a human, only trying to live a normal life while the secret war rages on?
Rules
1} Show respect! I will NOT put up with any type of disrespect!
2} Only IC (in character) drama is allowed.
3} No god-modding(having a character that is unkillable, or that dodges every hit) or controlling others' characters.
4} When you are role playing, post at least 25 words per post! We do not tolerate one-liners.
5} Do not use asterisks (*) to state your actions, type them out correctly, as in books.
6} If you have any problems, inbox a staff member.
7} Please use your best spelling and don't type LYKE D1S. No leet or numerical speak.
8} Graphic sex? Torture scene? It's allowed, but take it to the Explicit threads. There's a whole subforum for them.
9) Members who want to be an Agent Head of Division or a Rebel Hideout owner must CONTACT MYSELF (no_name55) OR NIKKI (Nikkah). I hope you understand that we can't let everyone have a hideout or a Division branch.
These are not hard rules to follow, so please abide by them.
You will get two warning messages if you disobey any of these rules! If you continue after those warning messages then you will be deleted.
Types
Bleeders have the ability to emit high-pitched sonic vibrations that cause ruptures in a target's blood vessels. While using this ability, their eyes form into slits because of synthetic materials that have been implanted in them in order to protect their eyes from their own ability. Other known names are Screechers or Screamers.
Jumpers have the ability to "Jump," i.e., teleport to any location they have seen before.
Movers manipulate inanimate objects at varying distances. The actual technique is known as kinetic signature control, where the Mover is trained to hear and identify the specific atomic frequency of any given material and alter the gravity wave around it, usually producing the nearby air to appear warped. Advanced Movers can work at the molecular level creating protective shields in the air around them.
Pushers have the ability to implant memories, thoughts and emotions into the minds of other people. With this power, they are able to make other people do whatever the Pusher wants them to do, as if it's the person's own agenda. It has been called telepathic hypnosis by scientists, except that the victim of the Pusher is completely awake and conscious. The skill level of the Pusher determines how many people the Pusher is able to Push at the same time, and how clear the implanted memories are. A powerful Pusher can Push a large group of people at the same time, basically creating a personal army. A Pusher is able to make a person do anything that the Pusher desires, and there are no limits. This even includes suicide. You can identify on how powerful their Push is by looking in their eyes: their pupils will dialate to certain degrees depending on how powerful the push is (for example, Henry Carver's eyes - including scleras - are rendered completely black, signifying that he is an extremely able and effective Pusher).
Sniffs are highly developed psychometric who can track the location of either people or objects over varying distances. Like psychic bloodhounds, their tracking ability is increased if they have tactile access to an object that has been in direct contact with the subject. Sniffs receive information based on images, not specific addresses, which is why identifiable landmarks help increase their effectiveness.
Shifters can temporarily shift patterns of light on any object to create illusions to the naked eye. They work mostly on a touch basis, but once the illusion is established, it remains with the object for short periods of time. For example, a Shifter could momentarily touch a one dollar bill, altering its light pattern to appear as a one hundred dollar bill for hours until the effect expires. In order to shift something, the object to be shifted must have roughly the same dimensions as what it will be shifted into. The length of the shift is based on experience and ability.
Shadows are trained to block the vision of other clairvoyants such as Sniffs, making any subject within their target radius appear "dark". Experience will enhance the size of the area they can shadow and the intensity of their shielding effect. Shadows need to be awake to perform their ability, and it is common for a detail of two Shadows to operate in shifts while protecting a person or object for extended periods. Most Shadows are effective only against Sniffs, but some extremely powerful Shadows are able to block even Watchers.
Stitchers There are two types of Stitchers:
Blood Stitchers can make or heal cuts and gashes on the skin of their victims. They can operate on humans or animals, but the distance at which they can Stitch depends on how much practice they have had-- the more practice, the farther the distance they can Stitch from, and the more precision they can Stitch with.
Bone Stitchers can manipulate bones to break, crack, or heal without even puncturing skin-- solely using their minds.
Watchers have the ability to foresee the future to various degrees, often basing their visions on the knowledge of the intentions of others. As knowledge of the future invariably causes that future to change, Watchers' visions of the future in their direct sphere of influence is subject to frequent shifting.
Wipers are skilled at either temporarily or permanently erasing memory, an invaluable asset in espionage. Experience will dictate the accuracy of their wipes, though the danger is always present that they will eliminate a desired memory.