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.
Tier II: 50–150 kg for short time.
Tier III: cars or small trucks.
Tier IV: up to 28 tonnes briefly.
Causes headaches, nosebleeds and exhaustion.
-Electrokinesis
Generate and shoot electricity.
Tier II: stun or disable cars.
Tier III–IV: high-voltage bolts.
Risks heart problems and self-electrocution without proper suit.
-Pyrokinesis
Two types: Oral Projection (The user has dragon breath) or Manual Projection (The user generates the fire from the palms and forearms)
Create and control fire/heat.
Needs fuel and oxygen.
Tier II: fist-sized flames.
Tier III–IV: intense jets up to 2,650 °C.
Overheats the user badly; needs cooling gear.
-Geokinesis
Move earth, sand, gravel or small rocks.
Tier II: hundreds of kg.
Tier III–IV: several tonnes.
Heavy stress on bones and joints.
-Hydrokinesis
Control existing water.
Tier II: fire-hose levels.
Tier III–IV: large volumes under pressure.
Dehydrates the user dangerously.
-Super Strength
Enhanced muscle power.
Tier II: lift 1–2 tonnes.
Tier III–IV: flip cars or hold up structures briefly.
Massive calorie burn and risk of tearing muscles/tendons.
-Auditory Hyperacuity
Super hearing.
Detect whispers or footsteps kilometres away.
Constant overload in cities; most wear dampening gear.
All powers are split into four tiers. Tier I is weak/new, Tier IV is elite but heavily restricted. Mutants must register, get annual medical checks, and follow licensing rules. Unlicensed or black-market serum use is illegal and very dangerous. This keeps the world realistic while still letting powers matter.
ISRA Explanation
ISRA stands for the International Supernormal Regulation Agency. It is the global organisation that regulates all mutants and their abilities.
Main Role
ISRA keeps the world safe and stable after the public reveal of mutants in 1995. It acts as the central authority for registration, training, licensing and enforcement.
What ISRA Does
-Registration: Every mutant must register as soon as their powers appear. They receive a biometric implant linked to the International Anomalous Registry.
-Classification: Tests mutants every year and assigns them a Tier (I to IV) and oversight level (Low, Medium, High).
-Academies: Runs the 14 official schools worldwide where young mutants learn to control their powers and finish normal education.
-Licensing: Decides what jobs and public uses of powers are allowed. Higher tiers need special permission and medical supervision.
-Response Squads: Oversees professional mutant teams that handle dangerous incidents normal police cannot manage.
-Enforcement: Non-mutant ISRA officers (in full black tactical gear and sealed helmets) perform checks, arrests and containment using null-cuffs and suppression tools.
-Research & Medical: Monitors mutant health, studies abilities and develops safety equipment.
-International Rules: Works with governments worldwide to keep standards consistent across countries.
ISRA is not a superhero agency. It is a regulatory body: part government agency, part police, part medical service. Most mutants see it as necessary but sometimes restrictive. Normal humans generally view it as the organisation that keeps mutant-related problems under control. In short: ISRA makes sure mutants can live in society while minimising risks to everyone.
ISRA Academies
1. Western Institute for Anomalous Studies (WIAS) – Near Denver, Colorado, United States
2. Eastern Institute for Anomalous Studies (EIAS) – Near Albany, New York, United States
3. Canadian Centre for Supernormal Development (CCSD) – Outside Ottawa, Ontario, Canada
4. British Academy of Supernormal Sciences (BASS) – Rural Wiltshire, United Kingdom
5. Institut Européen des Capacités Anomaliques (IECA) – Near Lyon, France
6. Deutsches Institut für Anomalie-Forschung und Ausbildung (DIAFA) – Black Forest region, Germany
7. Academia Española de Estudios Supernormales (AESS) – Near Toledo, Spain
8. Russian Federal Institute of Anomalous Sciences (RFIAS) – Near Novosibirsk, Siberia, Russia
9. Beijing Supernormal Academy (BSA) – Outskirts of Beijing, China
10. Shanghai Institute of Anomalous Development (SIAD) – Near Shanghai, China
11. Korean Institute for Supernormal Education (KISE) – Near Daejeon, South Korea
12. Tokyo Academy of Anomalous Abilities (TAAA) – Rural Tochigi Prefecture, Japan
13. Academia Sul-Americana de Capacidades Anomalas (ASACA) – Near Curitiba, Brazil
14. Australian Institute of Anomalous Sciences (AIAS) – Near Alice Springs, Northern Territory, Australia
UPDATE: Added a power distribution population, so some powers are rarer than others. Also added professional sports for mutants.
UPDATE 2: Expanded the PS speedster section with micro-napping so speedsters can "fast-forward" their time dilation with micro-naps once they start to hit Mach 1. Also added a section where technology since 2003 has been adjusted to fit a mutant user's needs and issues with the Mutant-Adapted Consumer and Interface (MACT) programme.
UPDATE 3: I expanded the Flight section with two phenotypes: Grounded Flight (users who can stand and land normally) and Persistent Hover (the ones who float a bit and get called levitators). Added Anchor Boots for them too. For Electrokinesis I added the external power source dependency, the E-Braces for storage, and the glowing veins/eyes effect during use. Telekinesis now has the realistic “no off switch” problem where stuff moves accidentally, plus Focus Dampening Headbands to help control it. Pyrokinesis got split into Oral (dragon breath) and Manual (hand fire) phenotypes, with T-Braces for cooling, friction-dampening palm coatings, the glowing veins/eyes, and the constant warmer body temperature downside. Added Speed-Indicating Electro-Trail Technology to determine how fast a speedster is. Only works with the suit equipped.
Created Apr 25
Updated May 2
Published Apr 25