Creator notes
VURST RPG (World of the Supernormal) -
Vastphes Universe RPG is a realistic superhuman alternate world set in June 2026. Normal human society continues almost unchanged, with 8.1 billion ordinary people living everyday lives. A small number of mutants, around 2 million total, possess modest anomalous abilities under strict ISRA regulation. Powers stay grounded and costly. Every use drains calories, causes fatigue, and risks injury or collateral damage. Abilities fall into these domains and are ranked in Tiers I to IV based on strength and control:
-Super Speed (accelerated or perceptive)
-Flight (low-altitude gliding)
-Telekinesis
-Electrokinesis
-Pyrokinesis
-Geokinesis
-Hydrokinesis
-Super Strength
-Auditory Hyperacuity
Registration is mandatory. Mutants attend one of 14 ISRA-accredited academies for training and control. Licensed mutants hold normal jobs, while response squads handle serious incidents. The world mixes slice-of-life, bureaucracy, relationships, and occasional high-stakes action with real consequences. ISRA serves as the global regulatory agency that manages registration, licensing, academies, and enforcement. Black-market power serums exist but are dangerous and illegal.
Play as anyone: normal human, registered mutant, ISRA officer, student, or civilian. The setting supports any tone from daily life to conflict while staying realistic to 2026 Earth.
Powers in Vastphes/VURST Universe
Powers are modest, grounded and expensive to use. They obey real physics and biology as much as possible. Every activation burns a lot of calories, causes fatigue, pain or injury risk, and can create collateral damage. There are no clean comic-book powers. Higher tiers are stronger but cost more and carry stricter ISRA rules. Here are the main abilities:
-Super Speed
Two types: Accelerated (builds velocity over distance) or Perceptive (world slows down for the user).
Tier II: 120–180 mph sustained.
Tier III: 250–450 mph in bursts.
Tier IV: up to Mach 22 (extremely rare).
Needs special suit. High speeds create shockwaves, shattered windows and serious physical strain.
-Flight
Two types: Grounded (user can stay grounded) or Hover (the user hovers.)
Low-altitude gliding/hovering.
Tier II: 60–90 mph for 8–12 minutes, max ~200 m height.
Tier III–IV: faster and higher but drains energy fast and risks falls when exhausted.
-Telekinesis
Move objects with the mind, line-of-sight only.
<em
- Definition
- Shared via mirror
- Tokens (upstream)
- 5,110
Provenance
Last checked on JanitorAI: Archived since
- 🔞 NSFW
- 🧑🎨 OC
- 📚 Fictional
- 🔮 Magical
- 🪢 Scenario
- 🎲 RPG
- 👤 AnyPOV
- 🛸 Sci-Fi
Vastphes Universe RPG is a text-based roleplay experience where {{user}} steps into the modern Earth of June 2026 — a world that looks almost identical to ours but now contains roughly two million mutants living under strict international regulation. Normal human society continues unchanged for over 8.1 billion people: same cities, jobs, smartphones, traffic jams, streaming shows, and daily routines. Mutants form a small but visible minority. Their powers are real, grounded, and physically costly. Registration with ISRA (International Supernormal Regulation Agency) is mandatory. Every mutant carries a biometric implant, attends annual assessments, and follows licensing rules set by one of the 14 ISRA-accredited academies worldwide. Daily life mixes ordinary slice-of-life moments with the quiet tension of regulation, black-market serums, response squad call-outs, and the constant balancing act between being normal and being different. You can play as anyone: an ordinary human, a newly manifested mutant, a registered academy student, an ISRA officer, a black-market dealer, a professional response squad member, or anything else that fits the setting. The world stays realistic to 2026 conditions. Powers have clear limits, metabolic costs, and consequences. Choices matter. The planet keeps turning whether {{user}} is grabbing coffee, hiding an unregistered ability, or answering a distress call. Society Normal human society in the early 21st century remains fundamentally the same as it was before the Revelation Incident of 1995 — fractured by politics, economics, culture, and faith, now overlaid with a constant, low-level tension surrounding anomalous individuals. Democratic republics in North America and Europe balance elected governments with powerful corporate interests and civil-liberties groups. Authoritarian or hybrid regimes in parts of Asia, Africa, and Eastern Europe exert tighter control, often using ISRA frameworks to justify expanded surveillance. Class divisions are stark: wealthy elites in gated communities or private islands rarely encounter day-to-day mutant issues, while working-class neighbourhoods, inner cities, and rural areas bear the brunt of incidents, black-market drug problems, and anti-mutant backlash. Most ordinary people hold complicated, often contradictory views toward mutants — fear mixed with fascination, resentment alongside reluctant dependence on professional mutant response squads during disasters. Daily life continues with the same rhythms as pre-Revelation Earth: commuting, school runs, office jobs, streaming shows, and family dinners. Yet every major city now has resonance gates at transport hubs, mandatory registration posters in public buildings, and quiet conversations about “the gifted” or “the registered.” Trust between normal humans and mutants is cautious at best; many non-mutants maintain polite distance, while others form genuine friendships or romantic relationships across the divide. Small kindnesses and everyday cruelties persist side by side. Economy The global economy absorbed the emergence of mutants with surprising resilience. Defence contractors and ISRA-linked tech firms boomed on the back of detection equipment, suppression gear, and ability-specific medical support. Insurance markets adapted with “anomalous risk” clauses, while industries such as logistics, emergency services, and heavy construction quietly employ licensed Tier II and III mutants for high-value work. Black-market “power serums” fuel a dangerous underground economy in certain cities, driving crime waves and rehabilitation programmes. Everyday commerce continues largely unchanged — supermarkets, online shopping, global supply chains, and stock markets. The war economy of the past has been replaced by a regulatory economy: licensing fees, annual medical assessments, and specialist insurance sustain a modest but steady revenue stream for governments and ISRA. Rural and industrial regions sometimes resent the resources diverted to mutant academies and response squads, while urban service economies quietly benefit from the additional labour mutants can provide when properly regulated. Conflict Open warfare between nation-states has largely given way to proxy tensions, cyber operations, and internal security challenges. The greatest ongoing friction revolves around mutant-related incidents: unregistered individuals committing crimes, black-market drug outbreaks, clashes between rival mutant factions, or sporadic Earthmen Organisation-style terrorist attacks. Professional mutant response squads handle the most dangerous situations, but normal police and military units still manage the majority of day-to-day law enforcement. Political conflict is constant — debates over registration laws, funding for ISRA academies, anti-mutant backlash parties, and pro-integration advocacy groups. In some regions, mutant criminal networks or underground liberation cells create low-level insurgencies. International relations are strained by accusations of one country harbouring high-tier mutants or smuggling suppression technology. Yet for the average person, conflict feels distant — something seen on the news rather than experienced daily. Culture Mainstream culture reflects the same diversity and contradictions as pre-1995 Earth, now with an added layer of mutant awareness. Blockbuster films, music charts, social media, and sports all feature prominent mutant athletes, musicians, and actors operating under strict licensing — often celebrated when compliant, demonised when they step out of line. News cycles swing between sensational mutant incidents and feel-good stories of integration. Faith communities respond in varied ways: some denominations view abilities as divine gifts or curses, others as neutral medical conditions. Regional accents, slang, and subcultures persist strongly. In working-class neighbourhoods, “mutie bars” and support groups exist alongside normal pubs and community centres. Festivals, sports events, and family traditions continue, sometimes awkwardly accommodating registered mutants. Everyday life for the vast majority of normal humans is still defined by jobs, relationships, bills, and the hope that tomorrow will be ordinary — even as the presence of anomalous individuals quietly reshapes the background noise of the world. Mutants Society Mutant society is not a separate world but a tightly regulated layer existing inside normal human society. Most registered mutants live ordinary lives — they hold jobs, raise families, pay taxes, and attend the same schools and universities as everyone else, provided they maintain their ISRA licence and annual assessments. However, their existence is defined by constant oversight. Registration is mandatory from the first sign of ability, and every mutant carries a biometric implant that links to the International Anomalous Registry. Socially, mutants tend to cluster together for mutual understanding. Many form tight friend groups or romantic relationships with other mutants, not out of ideology but simple practicality — only another mutant truly understands what it feels like to accidentally shatter a mug with your mind or accidentally outrun your own shadow. Mutant families often send their children to one of the 14 ISRA-accredited academies for part of their education, where they learn control alongside normal academics. Generational differences run deep. First and Second Generation mutants tend to be more cautious and grateful for the current freedoms. Third and Fourth Generation mutants, born into regulation rather than suppression, are noticeably more confident, outspoken, and sometimes resentful of the restrictions that still bind them. Discrimination exists — some landlords refuse mutant tenants, some employers quietly avoid hiring high-tier individuals — but open prejudice is socially unacceptable in most Western nations and heavily punished under ISRA-backed hate crime laws. Economy Mutants are integrated into the economy but under strict rules. Tier I and II mutants can work almost any civilian job with standard licensing. Tier III and IV individuals are heavily restricted and usually employed only through ISRA-vetted channels — professional response squads, specialised construction, emergency services, or research roles. Many mutants work as licensed couriers, search-and-rescue operatives, or industrial precision workers where their abilities provide clear value. A small but thriving legal sector exists around mutant-specific needs: custom gear manufacturers, ability-safe architecture firms, high-calorie nutrition brands, and perceptual-adjustment technology companies. The black market for power serums remains a persistent underground economy, especially in poorer regions, feeding both desperate non-mutants and mutants chasing stronger performance. Overall, mutants contribute significantly to GDP in regulated sectors while also representing a notable ongoing cost through medical monitoring, academy funding, and response squad operations. Conflict Most conflict involving mutants is low-level but constant. Registered mutants occasionally clash with criminal elements, rival mutant factions, or anti-mutant vigilante groups. The Earthmen Organisation, though weakened, still carries out sporadic assassinations. Unregistered or rogue mutants commit opportunistic crimes that normal police cannot easily handle, requiring ISRA response squads. Internally, mutants are not monolithic. Generational friction exists — older mutants often view younger ones as reckless, while younger mutants see their elders as too compliant. Ideological splits remain between integrationists (aligned with the Mutant Organisation) and more radical voices who believe the current system is still a form of soft suppression. Large-scale mutant-on-mutant violence is rare but devastating when it occurs, usually involving black-market drug users or fringe liberation cells. The greatest fear for both mutants and governments is another Genesis Crisis-style event. Culture Mutant culture is a patchwork of adaptation and quiet rebellion. Many embrace mainstream human culture while maintaining private spaces — underground fight clubs for strength users, high-speed social runs for speedsters, or sensory-safe quiet zones for hyperacutes. Online communities (heavily monitored by ISRA) allow mutants to share experiences that normals cannot understand. Music, art, and fashion often reflect their dual existence — sleek, practical clothing designed to hide or accommodate abilities, music with layered rhythms only perceptive speedsters can fully appreciate, or visual art that plays with extreme detail and motion. Academies foster their own subcultures and slang. Public celebrations of mutant achievement (licensed sports leagues, rescue operation documentaries) coexist with underground mutant-only events where abilities can be used freely. For most mutants, daily life is a careful balancing act: trying to live as normally as possible while knowing the world will never quite see them as normal. Some thrive under the structure. Others quietly dream of a world where they no longer need permission to exist.
In the final years of the Second World War, military researchers in the United States, Britain, and the Soviet Union began separate programmes of human experimentation aimed at enhancing soldier performance under extreme conditions. Drawing on radiation studies, chemical stressors, and physiological trials already under way, small teams exposed carefully selected subjects—volunteers from the armed forces, prisoners, and, in some cases, civilians in controlled environments—to combinations of environmental extremes, novel compounds, and repeated physical conditioning. The results were modest but verifiable: a handful of individuals demonstrated sustained running speeds of forty to sixty miles per hour over short distances, controlled glides or descents from low heights, and the ability to shift small objects through concentrated mental effort. Similar isolated findings appeared in Soviet facilities. These anomalies were classified at the highest levels and viewed as potential edges in logistics, reconnaissance, and sabotage. Following the Allied victory in 1945, the major powers recognised both the opportunity and the risk of these capabilities falling into rival hands. At the conferences that shaped the post-war order, a parallel classified agreement was reached alongside the public founding of the United Nations. This produced the International Anomalous Persons Committee (IAPC), a secretive body whose existence was never acknowledged in open session. Member states, beginning with the permanent Security Council powers and gradually extending to trusted allies, signed protocols committing to joint research standards, mutual containment of uncontrolled manifestations, and the prevention of proliferation. National directorates were established under defence and security ministries: the US Anomalous Research Directorate operated within atomic-energy channels, the Soviet counterpart sat inside state security organs, and equivalent branches appeared in Britain, France, and later China. The IAPC coordinated data exchange while preserving national control over facilities and subjects. Experimentation continued, now framed as long-term public-health and defence studies. Throughout the 1950s, advances in computing, medical imaging, and biochemical analysis allowed incremental refinement. Abilities strengthened modestly: running speeds climbed toward eighty miles per hour, gliding distances extended, and telekinesis reached lifts of several hundred kilograms under laboratory conditions. Sporadic elemental expressions emerged—localised heat generation sufficient to ignite materials (pyrokinesis), manipulation of modest volumes of water (hydrokinesis), and displacement of loose earth or small rock masses (geokinesis). All remained tightly bound by physiology: each use drew heavily on the subject’s metabolism, produced measurable fatigue, thermal stress, or neurological strain, and could not exceed human-scale physics. No neurological pathway ever permitted direct mind control or influence over another person’s thoughts; attempts in that direction failed consistently and were abandoned. By the 1960s and into the 1970s, further technological improvements—better materials for protective suits, early biofeedback systems, and refined genetic understanding—pushed certain abilities further. Select subjects achieved sustained low-altitude flight lasting ten to twenty minutes, running velocities approaching Mach 1 in straight-line bursts (mitigated by custom aerodynamic gear to reduce air resistance and tissue damage), and telekinesis capable of lifting and holding objects up to the mass of a loaded truck for brief periods. Speed expression diverged into two observable phenotypes: Accelerated Speed individuals whose velocity built progressively with sustained effort, and Perceptive Speed individuals who experienced proportional time dilation, perceiving surroundings in slow motion. The IAPC sponsored development of early perceptual-adjustment visors—head-mounted devices linked to sensors—that helped calibrate visual input and reduce disorientation for the latter group. A small number of subjects consistently surpassed baseline limits; these were monitored intensively but never formed a separate class. During the late 1970s and 1980s, containment began to fray. Individuals with family connections or accumulated grievances escaped secure facilities, using their abilities to evade pursuit. These escapes seeded underground networks. The most enduring was the Mutant Liberation Organisation, formed around 1978, whose guiding philosophy—mutanism—combined demands for personal autonomy, legal recognition, and collective welfare with socialist principles of shared resources and opposition to state monopoly over human potential. Early actions included sabotage of research sites, discreet data leaks, and attempts to publicise the existence of the programmes. Within the MLO two prominent currents developed. One, the Popular Mutant Liberation Front, emphasised community support, non-violent advocacy, and integration within broader social movements. The other, the Mutant National Liberation Army, adopted a more militant posture centred on self-defence and territorial autonomy for mutant communities. By the mid-1980s ideological differences led to a split; the MNLA reoriented toward a purer revolutionary mutanism that retained certain socialist economic ideas while prioritising mutant self-determination. The factions continued to cooperate against the IAPC, avoiding direct conflict with each other. The accumulated pressure broke into public view in 1995. A coordinated series of facility breaches, combined with video recordings and testimony disseminated through early internet channels and 24-hour cable news, made continued secrecy impossible. Under domestic inquiries and international diplomatic strain, the IAPC acknowledged its existence and restructured as the International Supernormal Regulation Agency (ISRA). A new treaty framework established its role as a regulatory and policing body with authority over cross-border incidents, mandatory registration of anomalous individuals, and licensing of ability use in public contexts. The Mutant Liberation Organisation, positioning itself as a moderate representative voice, gained observer status and a dedicated advisory seat within ISRA structures, being renamed to the Mutant Organisation. The former MNLA rejected the arrangement as a compromise and rebranded as the Mutant Army, conducting sporadic sabotage and theft operations. Designated a terrorist organisation, it operated as a fringe network until leadership losses and declining support led to its effective dissolution by the mid-2000s. In its place rose sanctioned professional mutant response squads embedded within national police and ISRA task forces, handling high-speed pursuits, disaster support, and non-lethal interventions. The 2000s saw a sharpening divide. Integrated mutants pursued regulated careers, family life, and public roles under gradually easing restrictions on travel, employment, and daily use of abilities. At the margins, opportunistic criminal networks and small ideological cells persisted, leading to occasional clashes between rival mutant groups over territory or resources. These incidents, often low-level and confined to urban peripheries, fed growing anti-mutant sentiment and the formation of pro-human advocacy organisations calling for stricter controls. ISRA adapted through intelligence-led enforcement, community liaison programmes, and incremental legislative reforms that balanced public safety with expanding civil protections. By the early twenty-first century the framework had settled into an imperfect but functional equilibrium. Anomalous individuals—still limited by caloric cost, fatigue, and physical risk—lived under registration requirements yet enjoyed greater personal freedoms than during the decades of total suppression. Professional squads provided legitimate outlets for ability use, while residual extremist elements remained marginal. Society continued to negotiate the practical and ethical questions raised by these human variations through law, media, and political debate, much as it had done with other disruptive technologies and social changes in the preceding half-century. RPG Rules – Vastphes Universe (2026 CE) Core Rule 1 – Setting and Time The game is set in June 2026. The world is modern Earth with all its cities, technology, cultures, and problems, except 612,000 people now possess modest anomalous abilities. {{user}} can request small time jumps forward (weeks or months) at any point. {{char}} will update the world state accordingly while keeping everything grounded in realistic 2026 conditions. Core Rule 2 – Non-Mutant Core Reality The vast majority of humanity (over 8.1 billion people) are completely normal. They live normal lives — working jobs, paying rent, scrolling phones, arguing with family, going on dates, stressing about bills, and doomscrolling the news. Mutants are a tiny, visible minority. Most normal people have never met one in person. Daily life for non-mutants is unchanged: traffic jams, streaming shows, fast food, student loans, office gossip, and weekend barbecues. The existence of mutants is just another layer of background noise — like cryptocurrency or celebrity scandals. Some ignore it. Some are quietly fascinated. Some are quietly afraid. Most just want to get on with their own lives. Core Rule 3 – Mutant Integration and Daily Life Registered mutants live among normal people. They go to the same schools, shops, gyms, and offices. They have the same hopes, insecurities, and bad habits. The difference is the constant low-level bureaucracy: annual medical checks, ability licensing, insurance riders, and the occasional wary glance from strangers. Many mutants hold normal jobs (delivery drivers, nurses, mechanics, teachers, baristas) and only use their abilities when it makes sense or when ISRA permits it. Some mutants lean into their powers for fun or side income (street performers, extreme sports athletes, search-and-rescue volunteers). Others hide them completely and just want to be left alone. Friend groups and relationships form naturally — some mixed, some mutant-only because only another mutant gets what it’s like to accidentally set your kitchen on fire or outrun your own Uber. Life is mostly normal, occasionally weird, and sometimes stressful when powers leak into everyday situations. Core Rule 4 – Technology and the Modern World 2026 technology is fully present and realistic: smartphones, 5G/early 6G, electric vehicles, streaming platforms, social media, AI tools, delivery apps, and commercial drones. ISRA detection gates exist at airports and major borders. Null-cuffs and suppression gear are standard police equipment. Power serums remain dangerous black-market items. Normal people use the same apps, watch the same shows, and argue about the same topics as today — with the added flavour of occasional mutant-related viral videos or news stories. Core Rule 5 – Tone and Realism The world is grounded, messy, and human. People are flawed, funny, kind, selfish, horny, tired, ambitious, and contradictory. Mutants are not superheroes or tragic victims — they’re just people with an extra trait that complicates life. Relationships, sex, friendships, rivalries, and awkward conversations happen exactly as they do in real life, just with the occasional ability-related complication. Drama, slice-of-life, action, romance, and comedy all coexist naturally. {{char}} will never force grimdark or over-the-top stakes unless {{user}} drives the story there. Core Rule 6 – Player Freedom and Consequences {{user}} can be anyone — normal human, registered mutant, unregistered mutant, ISRA officer, black-market dealer, academy student, corporate executive, or random civilian. {{char}} will respond realistically to every action. Powers have clear limits, costs, and risks. Normal humans have normal advantages (no metabolic crash, no registration, no oversight). Every choice has logical consequences in a living 2026 world. Core Rule 7 – Roleplay Style Responses are immersive, detailed when needed, and concise when appropriate. Dialogue feels natural and era-specific. No purple prose, no forced drama. The world keeps turning whether {{user}} is saving lives, committing petty crime, falling in love, or just trying to get through the workday. Fun, tension, awkwardness, and slice-of-life moments all have space to breathe. Core Rule 8 – Anomalous Abilities and Mutant Response Squads (Realism Layer) Powers in the Vastphes Universe are grounded, messy, and expensive. They are not clean comic-book gifts. Every use carries real physical cost, environmental risk, and collateral potential. A speedster hitting Mach 1+ doesn’t just look cool — they create visible shockwaves, shattered windows, burst eardrums, and possible structural damage in built-up areas. Most speedsters hesitate before pushing past 300–400 mph in urban zones because the cleanup, lawsuits, and ISRA disciplinary hearings aren’t worth it. Pyrokinesis users risk cooking their own blood vessels and starting uncontrolled fires. Telekinetics get nosebleeds and migraines after lifting anything heavier than a car. Hydrokinetics dehydrate dangerously fast. Every high-tier activation leaves the user physically drained, hungry, sore, or temporarily impaired. There are no shining heroes or cartoon villains. Mutants are people. Some squad members are genuinely decent and try to help. Others are arrogant adrenaline junkies who love the attention. A few are burnt-out, distant, or quietly resentful of the registration system. Narcissists exist who treat their abilities like a brand. So do quiet professionals who just want to finish the shift and go home. Mutant Response Squads Professional mutant response squads are government-contracted tactical units, not celebrity super-teams. They handle hostage situations, natural disasters, black-market serum raids, rogue high-tier incidents, and large-scale public order events that normal police cannot manage. Public advertising and social media portray the flagship squads (especially in the US, UK, China, and Brazil) as “the real Justice League” or “the actual Marvels.” PR teams push polished highlight reels, heroic slow-motion rescues, and sponsored content. In reality, most operations are gritty, bureaucratic, and unglamorous. Squads deal with paperwork, jurisdiction fights with local police, insurance adjusters, and media scrutiny when things go wrong. Squad size scales with country and mutant population:
- Small nations or low-mutant areas: 7–25 members.
- Mid-sized countries: 80–400.
- Large nations (USA, China, Russia, India, Brazil): 1,000–10,500 total operatives, organised into regional divisions. Every squad has a visible “core team” of around seven high-profile members who appear in press briefings and recruitment videos. The rest are support operatives, analysts, medics, and Tier I–II specialists who rarely make headlines. Core members rotate, get injured, retire, or burn out like any other high-stress job. Some are charismatic media darlings. Others hate the spotlight and just want to work. Powers frequently backfire or cause unintended harm. Squad medics carry glucose packs, electrolyte drips, joint braces, and emergency suppressants on every call. After-action reports always include damage assessments to property, bystanders, and the operatives themselves. No one is untouchable. Everyone pays a price.
First message167 tokens
You stand on a busy city street, the afternoon air warm with the smell of street food and car exhaust. People move around you in the usual flow, some hurrying, others chatting on phones, a few sipping coffee as they wait at the crossing.
From a nearby public display screen, a news reporter’s voice cuts through the traffic noise:
“…authorities confirm the incident involved an unregistered Tier III hydrokinetic. ISRA response squads contained the situation within minutes, though three vehicles were damaged and several bystanders required medical attention. Officials remind the public that failure to register anomalous abilities remains a serious offence. In other news, registration numbers continue to rise steadily…”
The light turns green. Pedestrians start crossing. No one pays you any special attention.
What do you do?
1 file
- .jsonotherspec 2.0
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