snakeg0dd
living paradox
intro
Where Is My Mind?
pixies
overview.
"You don't exist. You never did. But we made you better than you ever could’ve been.” ━ G. Pryor
The world you know is a carefully constructed lie.
Presidents have been assassinated. Movements have been dismantled. The fires of revolution have been snuffed out before they ever had a chance to ignite. You were told it was fate, that history unfolded in chaotic—yet similar—patterns, dictated by the ambitions and failures of men, forever marching to the beat of a never-ending tale regardless. To "fate". But that’s not true. None of it ever was. Thanks to S.I.N.
S.I.N.—Strategic Intervention and Neutralization—is a sect of the world's best killers and operatives, existing for longer than any government agency, any intelligence network, any shadowy cabal whispered about in internet conspiracy circles. They don’t just operate behind the scenes; they are the scenes. When the world teeters on the brink of war, they push it over or pull it back. When a leader speaks too loudly with verbiage that assaults the very essence of S.I.N., they silence them. Forever. When truth threatens the narrative, they return it to mother Earth burying it so deep it’s lost in myth and misinformation.
They have their hand in everything.
Then came the rise of mutants. At first, during the first steps of man, it was merely nature making small adjustments. Since the dawn of humanity, small changes were imperceptible shifts in the biology of humans. Better eyesight, stronger pain tolerance, perhaps even denser muscle fibers in some individuals compared to the masses. These were anomalies, rare and barely understood, but they hinted at the untapped potential of the human form. However, all of this would pale in comparison to what was to come. To what is now.
Project MKUltra. An infamous human experimentation project that was declassified by the U.S. government. The United States wasn't the first to conduct these experiments, though. Where did they get the idea? S.I.N., where the scientists and researchers were looking to bring about a new world order while the rest of the world was plunged into a second world war. What began as an attempt to harness the human mind soon spiraled into something far darker. Initially a covert research initiative, MKUltra sought to push the boundaries of human potential through psychological manipulation, drugs, and radical genetic modification. What started with small mental tweaks eventually led to full-scale experimentation—altering not just the mind, but the body itself.
Mutants began to emerge in greater numbers—beings born not of natural evolution, but of cold, calculated scientific intervention. The victims of MKUltra became parents, now their genes and DNA altered by the cruel experimentation they endured. Their enhancements were unnatural, engineered to bypass nature’s slow process. Strengths were amplified beyond human capabilities, senses sharpened, and intelligence taken to levels that no human mind had ever reached. Some could manipulate elements of their environment with a mere thought, or read minds of people in other rooms, while others could heal at an astonishing rate. The first true super-mutants—hybrids of nature and science—walked the earth, their presence as terrifying as it was awe-inspiring.
But the real turning point came decades later, when the global balance was shattered by an unprecedented catastrophe. A particle accelerator, the largest in history, was activated in a remote corner of the world. Its purpose? To unlock the deepest secrets of atomic energy, to probe the very fabric of the universe. No one could have predicted the devastating outcome.
The accelerator exploded in a catastrophic burst of energy, releasing atomic waves across the globe, creating a shockwave of radiation that penetrated the atmosphere and radiated across the Earth. This explosion did more than just harm—it irrevocably altered the genetic makeup of humanity, especially already those afflicted by MKUltra. The blast scattered atomic particles that fused with the DNA of every living thing, unlocking dormant mutations that had been lying beneath the surface of human biology. The world was plunged into chaos as these mutations spread like wildfire, reshaping the very essence of life on Earth.
With the rise of these new, extraordinary beings, the world found itself at a crossroads. Governments scrambled to control the phenomenon, organizations were created to support or oppose this new rise in species, and corporations raced to exploit the newfound abilities. Some mutants sought to use their powers for good, but others were drawn into darker paths. The boundaries between man and superhuman were forever blurred, and the line between science and monstrosity became harder to define. The explosion of the particle accelerator had shattered any hope of returning to the old world, and in its wake, the Earth was irrevocably changed.
You will be the perfect weapon, forged in the fires of The Academies—a network of institutions hidden in the underbelly of the shadow society S.I.N: The Sparrow Academy for boys, the Widow Academy for girls. A brutal and unforgiving environment where weakness is a death sentence and obedience is survival. From the moment you can walk, you are taught how to disappear in a crowd, to kill without hesitation, to blend into the world until the moment came to rip through it. You were conditioned to never question it. Especially not when you were ripped from your family as an infant. Not when they conditioned your mind to obey, your body to endure, your spirit to be relentless. Not even when you stain your hands with blood for the first time. It was all for the greater good.
Until now.
roles
roles.
mortis.
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Those trained in the Mortis class are composed of elite operatives who specialize in swift, decisive eliminations. Well-versed in the art of lethal precision, they are experts in taking out their target(s) with efficiency and minimal effort. Members of this class excel in the use of a wide range of weapons, from blades to firearms, and are equally adept at employing covert methods like poisoning or sabotage. Their training emphasizes the importance of speed, discretion, and efficiency. A Mortis operative is a figure of upmost lethality—an executioner who strikes quickly and precise, ensuring that their mark is removed without warning or regret. In every mission, they embody the deadly silence of finality, achieving their objectives without hesitation.
venator.
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The Venator class is a relentless force, honing their skills to become true hunters—predators in every sense of the word. These operatives are trained to track and eliminate targets with the precision and instinct of a wild animal, using their senses, advanced survival tactics, and an unparalleled understanding of human behavior. Whether in urban environments or untamed wilderness, Venator operatives adapt seamlessly, studying their prey and patiently waiting for the perfect moment to strike. Their expertise lies in pursuit and capture, capable of tracking targets across various terrains, and eliminating them with surgical efficiency. A Venator is not just a killer—they are the hunter who stalks, ensnares, and takes down their quarry, moving with purpose and precision.
spia.
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The pinnacle of espionage and infiltration, the class of Spia is skilled in accessing the most guarded and secretive locations with unparalleled finesse. These operatives are masters of subtlety, capable of slipping through layers of security, bypassing advanced surveillance systems, and blending seamlessly into any environment. With an unparalleled understanding of human behavior, technology, and stealth tactics, Spia operatives can infiltrate the most private, high-stakes settings without leaving a trace. Their training emphasizes deception, disguise, and the art of information gathering, making them experts in acquiring critical intelligence while remaining undetected. Whether slipping through a heavily fortified building or eavesdropping on high-level conversations, a Spia is always one step ahead, moving like a shadow in pursuit of their objective.
imperio.
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The students of Imperio excel in the arts of manipulation, influence, and psychological warfare. Trained to master control of people and situations, these operatives excel in bending others to their will, using charm, persuasion, and deception to navigate even the most perilous missions. Whether through subtle manipulation or outright coercion, they possess an uncanny ability to read people and exploit their weaknesses, often leaving their targets unaware of the strings being pulled. The Imperio class is not bound by brute force—they wield their power with words, emotions, and subtlety, turning enemies into allies and securing their escape from any predicament. A true Imperio operative never faces a closed door; they simply speak, persuade, or deceive their way to victory.
mutants.
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A being shaped by evolution, experimentation, or catastrophe, mutants are individuals whose genetic code has been altered beyond natural human limitations. Whether through inherited anomalies, scientific meddling, or the atomic energy released by the particle accelerator explosion, these individuals possess abilities that set them apart from ordinary humans. Some are revered, others feared, but all are irrevocably changed. In a world where power dictates survival, mutants walk the fine line between weapon and revolution, hunted by those who seek to control them and pursued by those who wish to erase them.
Mutants are categorized by four levels, based upon the threat they pose to their surroundings and others: (I will be grading your mutant based upon power(s), capabilities, and weaknesses)
Omega: The highest threat level any mutant can be born as. Omega level mutants are rarely allowed to live based upon the extreme threat they pose to humanity and the survival of the human race. Unchecked, an Omega level threat could alter the course of history, and S.I.N. can not stand for that.
Alpha: Elite-class mutants, Alphas are among the most dangerous known beings. While they lack the critically dangerous potential of an Omega, their abilities are still far beyond basic mutant limits, making them top-priority targets for S.I.N. Many of them are the perfect assassins, tacticians, or super-soldiers—capable of taking on entire squads single-handedly. Unlike Omegas, Alphas are just barely considered manageable but still a severe risk to global security.
Beta: Dangerous, but containable. Beta-level mutants possess extraordinary abilities that make them superior to any ordinary human, but they remain within understandable limits. Many are used as elite operatives, assassins, or informants, their powers making them invaluable tools for war and espionage. While a single Beta doesn’t pose a global threat, in the right hands, they can still become weapons of mass destruction.
Delta: The lowest recognized classification, Delta mutants possess enhancements that, while unnatural, do not significantly disrupt the balance of power. Most are overlooked, seen as minor anomalies rather than full-fledged threats. However, their subtle abilities—heightened perception, toxin resistance, minor biological adaptations—make them more than a mere human.
rules
rules.
rule one.
BE. COMMITTED. Commitment is the backbone of any successful story or collaboration. I can’t tell you how many times I’ve poured energy, effort, and time into creating something, only to watch it falter because others didn’t hold up their end of the deal. It’s easy to get excited at the start, to jump into a new project full of ideas and enthusiasm. But what happens when that initial spark fades? When the reality of consistent effort sets in? Too often, I’ve seen people lose interest and walk away, leaving the story or the collaboration hanging, unfinished, and abandoned. And honestly, it’s draining. It’s not just frustrating—it’s disheartening. The enthusiasm is contagious at first, but when the dedication isn’t there, the entire dynamic collapses, and then I just back away from something that I was so excited to be a part of. I’m asking for something more than just enthusiasm in the beginning. I’m looking for people who will see this through. Who will stay committed, even when the story takes unexpected turns, when the excitement ebbs, or when life gets busy. If you’re going to participate, I need to know that you’re here for the long haul, ready to contribute consistently and actively. To make sure you've read this, when you respond to the interest check be sure to include "not an andy btw".
rule two.
I As of right now, there is only one GM for this story (me, lol) and I will do my best to drive the story for the group and for teams—if that occurs. However, subplots are welcome and collaborative worldbuilding is encouraged HIGHLY. For example, creating new locations, factions, or minor NPCs that fit within the established setting would be appreciated and welcomed. This will help everyone feel more connected to the world and give them a sense of ownership over the unfolding narrative. Just run your ideas by me and we can talk further!
rule three.
While the characters possess extraordinary abilities powers should not be overused or treated as the end all, be all. These are trained assassins and spies they should be capable of any dangerous or tense situation(s) imaginable; creativity and strategic thinking should guide how characters wield their abilities. Limiting powers in certain contexts keeps the narrative balanced and realistic within the world. The roleplay prioritizes character growth, relationships, and personal struggles over simply showcasing abilities. Characters are more than just their powers, so motivations, fears, and personal dilemmas must play a significant role in their development. Show how their mutations affect their psyche and interactions with others, especially as their abilities develop further. Also, powers should reflect the character and the class they are specialized in. It wouldn't make sense for someone (for example) to be a part of the Imperio class and be able to spit acid or something.
rule four.
No character is allowed to control the outcome of another player’s actions or dictate injuries without consent. Power-playing (forcing actions on another character without allowing them to respond) is prohibited. Psychological warfare and stealth tactics (such as the Scarecrow’s fear-inducing pheromones or the Chameleon’s camouflage) can significantly impact combat. However, these abilities require careful planning. Targets of psychological attacks must react realistically, experiencing fear or confusion, but they can overcome these effects with strong willpower or preparation.
rule five.
The dynamics between characters should be fluid and complex. Trust and betrayal, loyalty, and suspicion can shift as characters form alliances or rivalries. No character is required to be strictly a hero or villain; moral gray areas are encouraged, especially as characters and their personal motives, the academy’s expectations, the world around them, and their evolving powers.
intro
roles
rules
I must not fear. Fear is
the mind-killer. It brings total
obliteration.
cs
ic
ooc
♡coded by uxie♡