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Harbingers of Revolution: The Seventh Sin



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Wed Feb 17, 2016 11:42 pm
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The Mississippi River was flooded tonight. Clouds covered the moon sparingly, flashing the black ground with light every so often. It was busy tonight.

Dozens of people sprinted through the muddy river to get inside the boundaries of St. Louis, the Gateway to the West.

You were one of them. Rumors brought you here, to supposed safety. No one knows whether or not this safe haven would stay this way for long.

As you trudged into the city, you have yet to know that St. Louis is in bad shape. Power struggles, a manhunt, and the ever-looming threat of an army at the doorstep of the city falls on the heads of the Harbingers.

Welcome to St. Louis, Harbinger. Please enjoy your stay.


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Three years ago, Atlanta was destroyed in a nuclear-level event, wiping out half of the Eastern seaboard. It was then that the First Sin was killed. After that, a group self-called The Harbingers of Revolution appeared, led by a man with the name of Seth Knight. Many considered them prophets of the newfound power that originated in Atlanta. Everywhere in their wake, destruction followed.

Meanwhile, the Envoy gains political presence in the United States based off of fear of the powers these Harbingers have. But, those Harbingers have an agenda of their own. After the first Sin’s death, this group have hunted down people they have deemed "Sins" - people worth more harm than good to civilization. And they've almost succeeded.

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Dustin, the Seventh Sin, is the Harbingers' latest target. Not much is known about him besides the fact that he is currently hiding in what is considered the last safe house for all Harbingers against the fast advancing Envoy into the United States. For many, if the Envoy conquers the Gateway Arch, the United States will fall, and the world with it. Everything that these Harbingers do will affect not only St. Louis, but the world.

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That's where you step in. As a Harbinger fleeing from the Envoy, you meet the dismal picture of St. Louis. It's overrun with Harbingers preparing their final stand against the Envoy. But they need a leader, or this fragile, desperate struggle will fall into chaos and war. Two main factions are seen fighting for control over the land: The Harbingers of Revolution controlled by Seth, a man self-proclaimed to be present during Atlanta's last days, and the New Constructs, a mysterios group devoted to protecting Harbingers at all cost.

But there's a rumor, and both of these groups are pouncing on that rumor. Dustin, the Seventh Sin, is somewhere inside St. Louis. One group is set on killing him, while the other is devoted to saving him. No matter which one you join, all you know is: he's important.

Harbingers of Revolution - leader - Seth Knight - reserved by Jhinx

1. Reserved by Steggy
2. Martin Kiedritch - Sand - TheSilverFox
3. Valkyrie Dyrix - Smoke - Auxiira
4. Harris Abner - Ice - Poopsie
5. Reserved by Deskro
6.
7.
8.

New Constructs - leader - reserved by ScarlettFire

1. Darcy Floyd - Vines - Yams
2. Dane Nguyen - Fallout - Craz
3. Theodore McGlaughlan - Sand - SpiritedWolfe
4. Reserved by Wolfie36
5. Reserved by Veeren
6.
7.
8.

Other - 1 slot

1. Dustin - reserved by Jhinx

Code: Select all
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[b]Appearance: [/b]

[b]Personality: [/b]

[b]History before St. Louis: [/b]

[b]Up For Love: [/b]

[b]Other: [/b]


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As a Harbinger, you gain access to the ability to manipulate certain things. These are called Powers. You are limited to one Power, and each have their advantages and disadvantages.

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Whenever water freezes, it harnesses small air pockets which, when combined with the the frozen water, it allows for wonderful opportunities. When in this frozen state, you are able to control and manipulate water. It melts fast but creates pockets of opportunites for powerful force.

+ Stable
+ Able to deflect most other Powers
+ Can be created from any moisture
+ Extremely powerful in short fights

- Melts, so only windows of time for your Power
- Slow Travel
- Cannot Fly
- Weak in prolonged fights

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Fire is destruction, but smoke is obliteration. Only for the fiery at heart, this dark manipulation ability will take second-hand smoking to a whole new level. Able to be attained from multiple sources, smoke is a fragile power, but it is the easiest to control in waves of enemies.

+ Destructive in groups
+ Fluid
+ Able to fly/Fast travel
+ Powerful utility in fights

- Unstable
- Weak in one on one duels
- Must have a smoke source
- Slow land travel

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Vines are interesting creatures. Sneaky, deceitful, and cunning, these will gladly help you in your conquests. Note, only vines will be helpful to you. Other plants might not be as nice to you if you try to control them. Vines are stealthy, but effective and lethal. You are not a full-on fighter. Be careful with this ability. Vines do have a mind of their own, especially when you intrude in on it.

+ Powerful stealth tactics
+ Deadly with preparation
+ Able to climb
+ Versitile in any location

- Consciousness of their own
- Very weak in large fights
- No land/air travel capabilities
- Very taxing on mind

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Seemingly powerful and immensely vast, concrete is the brute of the Harbinger powers. Concrete is effective in battling, but hard to control, and if you mess up, then the consequences can be extreme. This power is stable, but hard to get control of to begin with.

+ Very stable
+ Destructive in all fights
+ Able to deflect most Powers
+ Can be created from almost any source

- Hard to control
- Slow land/air travel
- Very taxing on mind
- Cannot fly

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Unique and fragile, this power is quite unstable at best but provides immense potential. Neon is all around us, but, break the balance, and you can end up at the peril of your own manipulation. Note, not all neon sources are neon. Each color is a different element, and will give you different effects, so be wary. Neon is extremely destructive in battle, but can be spotty in the best of times.

+ Fast land/air travel
+ Very Powerful one on one combat
+ Powerful utility situations
+ Long lasting energy

- Very Unstable
- Weak in large fights
- Must have a source
- Cannot fly

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Perhaps the most frightening of all the powers in all of the Harbingers, this power gives you the ability to manipulate the blood of just about anything that has blood, with different effects. Bloodshed is your ally. Note, this power is extremely unstable, and if there’s no blood around for you to use, then you might end up using your own blood. Great in battle after some blood has been shed. You are a beast in fighting, but be careful, it’s hard to tell friend and foe in terms of blood.

+ Devastating in all fights
+ Almost unlimited source for manipulation

- Extremely Unstable
- Very taxing on body
- No land/air travel
- Potentially harmful to allies

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Pheromones are quiet weapons. Subtly changing the mood if a room or attracting a horde of insects, they're more useful than would be expected. You have to be careful though. Pheromones are reliant on your mood. If you don't have a firm grip on your power, it may turn on you or grow out of your control. You also have to give them time to work. The effect isn't immediate. Pheromones are best controlled by calm people.

+ Powerful in stealth situations
+ Powerful with preparation
+ Almost unlimited pool for manipulation
+ Able to create allies, both temporary and permanent

- Extremely taxing on the mind/Reliant on the mind
- No land/air travel capabities
- Weak in large fights
- Different challenges for different animals

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Perhaps the most destructive power in numbers, Lightning is only bound by one's own limitations. Stronger in storms, Harbingers with this power have a reserve of electrical energy they use for their power. Run out of those reserves, and you'll resort to your own body as fuel. Fast, strong, but limited by an exhaustable fuel source, Lightning is extremely stable as one of the stronger powers.

+ Very stable
+ Destructive in large fights
+ Fast land/air travel
+ Can deflect some other Powers

- Very taxing on the body
- Exhaustable fuel source
- Dangerous on one on one duels

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Sand flows through fights with ease, having both strength and fragility. With practice, one can create glass with their sand for quick duels. Effective at fights, it doesn't have much strength, and cannot be formed back to sand. A good jack-of-all-trades Power, Sand will get the job done, or kill you in the process.

+ Stable
+ Fast land travel
+ Very versatile
+ Strong in small duels

- Fragile
- Cannot turn back from glass to sand
- No air travel
- Weak in large fights

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Slow, endless, and devastating, lava manipulation allows for pure destruction. Not a stable power, it definitely wreaks havoc on anything in its path. Hard to control but worth the effort, lava has large possibilities on the power.

+ Devastating on large scale fights
+ Lasting damage
+ Powerful construction capabilities
+ Can manipulate from anywhere

- Extremely Unstable
- Hard to control in small fights
- No land/air travel capabilities
- Taxing on body

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Fallout is the power of manipulating radiation. Whether it be dousing your enemies to the point of death to cleaning the airs of the streets from the Envoy's bombs, any form of radiation is your ally, and potentially, everyone's enemy. A strangely stable power, it slowly affects your mind. No matter how well your manipulation of radiation, a portion will still affect you.

+ Powerful in one on one duels
+ Strong utility capabilites
+ Stable
+ Lasting damage

- No land/air travel capabilities
- Taxing on mind and body
- Potential harm to allies
- Weak in large fights

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Even strength must bow to wisdom sometimes.
— Rick Riordan, The Lightning Thief