"We can't tell you who we are. Or where we live. It's too risky, and we've got to be careful. Really careful. So we don't trust anyone. Because if they find us...
Well, we just won't let them find us.
The thing you've got to know is that everyone is in really big trouble.
Yeah.
Even you."-From the backs of the books
PLOTAnimorphs is a book series about six friends taking on a secret threat to the planet Earth: yeerks, a species of slug-like aliens who enter the body through the ear canal and take it over. The yeerks are bent on domination of the entire galaxy, and find humans to be the perfect hosts. Instead of waging direct war, they've chosen to conduct a slow infiltration, taking over person by person until the entire species is under their control.
The main difference between the books and this RP is that the invasion is starting in a small town in central New York called Bradbury.
As they say, change one thing, change everything. This time around, when the Andalite war-prince, a member of the species actively fighting the yeerks throughout the galaxy, crash lands in an abandoned construction yard, he meets your characters instead. Before dying, he grants them a way to fight back. This new weapon he gives them is the power to morph into any animal whose DNA they have acquired. It isn't much, but it's all they have. With nothing but these strange new powers, each other, and their own intellect, they decide to take on the yeerk threat and, hopefully, keep them at bay until the Andalite military arrives to fight the invaders in earnest.
NEED-TO-KNOW INFORMATION(Will be updated as information come up in the IC)
The following are the seven main 'rules' to morphing, so to speak:
"Rule 1: There is a time limit equal to two Earth hours. If one stays in morph for more than two hours, they are stuck, becoming a Nothlit. A Nothlit can never return to their original form, or morph, ever again.
Rule 2: You cannot 'acquire' a morph directly from another person's morph or acquire a morph while you are in a morph.
Rule 3: You cannot morph directly from one morph to another, you must return to your natural form first.
Rule 4: It is possible to combine the DNA of several samples from the same species, to create a new being for a morph. This is known as the Frolis Maneuver.
Rule 5: 'Morphing-sickness' is a rarely documented case when a morpher is allergic to DNA they have acquired. They become nauseous, and are prone to involuntary bouts of morphing when under stress. After a certain amount of time, between a few days and a week, one 'burps' the DNA so to speak, forcing out the creature in its entirety. Through the cascading cellular regeneration, an entirely new animal is created, and expelled from the morpher's system. They are then faced with the problem of having the animal there in the first place, should this animal prove to be dangerous. This process of expelling the DNA is called hereth Illint, translating from the Andalite tongue as "burping DNA".
Rule 6: When one morphs a being smaller than themselves, the extra mass is extruded into Z-space. In the rare event that a ship would pass by, they would be drawn into it and likely evaporated by the ship's force field (Also, if one was to morph a form larger than one's self, the extra mass would likely be drawn from Z-space).
Rule 7: One can morph any living multicellular animal whose DNA they have acquired. However, one cannot morph a plant, a dead animal, inanimate objects (like chairs), or bacterium." - From the Serrowpedia
The morphing process takes roughly two minutes, though it can be faster depending on the skill and focus of the morpher. The process is very disgusting to watch -see the image above- in most people, as it usually occurs without any rhyme or reason to it. Body parts, color, and size change in odd orders, and the in between stages are usually something that looks downright monstrous. The only exceptions are
estreens, morphers who have a very high control over their morphing and usually make it look almost beautiful.
"The Andalites are centaur-like, with their lower body similar to that of an Earth deer and a torso similar to that of a human. The males' entire body is covered in blue fur and the females' in bluish-purple fur, which becomes slightly tan colored as they get older. Their arms, somewhat weak in comparison to that of a human's, end in seven-fingered hands, which, while weaker, are nimbler as well. The head of an Andalite has a set of almond-shaped eyes, as well as a pair of stalk-eyes that endow them with 360-degree vision. They have a nose-like organ which features three vertical slits. Their sense of sight is similar to that of a human's, though their stalk eyes can see slightly further into both the ultraviolet and infrared spectrums. The other most notable feature of the face is the lack of a mouth...
They communicate by way of telepathic communication called Thought-speak. It is known that Andalites usually have three hearts and two lungs. They also have a gland found in the back of their heads called a Tria gland, which keeps diesase-carrying organisms away from the rest of their body. They evolved as prey animals, but they developed a very formidable defense: a scythe-like blade on their long whip-like tails... This bladed tail is long enough to reach well in front of the Andalite to strike deep blows in an opponent."
-From the Serrowpedia
"The Yeerks are a parasitic species of slug-like creatures who require host bodies to see, walk and verbally communicate. They have made it their mission to search the galaxy and enslave other species. In their natural state, Yeerks resemble large slugs, and live in lakes of sludge known as Yeerk pools. The Yeerks have the ability to enter another being's body through the ear canal and take over all brain functions, including basic motor and speech control, essentially "becoming" that person. Yeerks inhabiting host individuals are known as "Controllers". Every three Earth days (or 72 hours), Yeerks do require leaving their hosts' body to enter the Yeerk pool and absorb Kandrona. Kandrona is naturally produced by the sun on the Yeerk homeworld, but Yeerks have developed artificial Kandrona Rays machine which allow them to travel away from their planet. Without Kandrona, a Yeerk will die. "
-From the Serrowpedia
"The Hork-Bajir are a former peaceful alien race, who became enslaved by the Yeerks and used them as shock troops. The Hork-Bajir are bipedal, have strong reptilian bodies with dark green-black leathery skin, and at least two hearts. They have snake-like necks with a sharp beak at the end of their heads, tyrannosaurus-like feet, three claw-tipped fingers and a thumb on each hand, and measure to a height of seven feet in adulthood. Their most notable feature is that they have huge, long blades all over their bodies: their elbows, wrists, feet, legs, head, and tail. Male and female Hork-Bajir are told apart by the number of blades on their heads; males have three blades while females have two."
-From the Serrowpedia
"The Taxxons are a race of carnivorous insectoids and willing allies of the Yeerk Empire. The Taxxons are a race of large insectoids resembling a massive centipede. The most prominent feature of their face is the large mouth with razor sharp serrated teeth directly in the center. Situated around sides of the mouth are four red jellylike eyes. Eight to ten feet long, they are closer to the height of a human when standing erect due to the lower portion needed for balance. They also have twelve upper appendages that end in lobsterlike pincers and twenty lower appendages. Although they are slightly slower than humans on land, they are very fast swimmers, able to keep up with bottle-nosed dolphins easily. The Taxxons possess an unceasing and irresistible instinct to constantly consume sustenance, especially meat. They will engage in feeding frenzies should they sense raw flesh or blood. They have no apparent qualms with cannibalizing their own kind, and if they are wounded they will often begin to eat their own damaged flesh. Neither a Yeerk in control of a Taxxon body nor a human or Andalite in Taxxon morph can fully control this instinct."
An organization that was formed in town almost a year ago. They're a lot like a boy or girl scout organization, but for all ages. They do volunteer work, have cookouts and other fun outings. It's a family friendly group that is growing popularity in town. Even those who find the way that those people in its 'inner-circle' seem far too happy to be eery don't really say anything bad about the group because of its reputation for helping people and turning lives around. They're notable for their bright yellow tee-shirts, which they wear when doing group activities, particularly recruiting.
The lovely town in which our RP is set. Bradbury is situated in upper New York. It has a population of just under four thousand, and is completely unremarkable in every way, except for that the yeerk invasion begins here.
CHARACTERS there will be six roles. Each will correspond loosely to a role in the books; I'm drawing them more from the stock 'five-man-band' characters. That doesn't mean that your character should be a stereotype; since this is character based, I'm really hoping for characters who can come to life. However, I believe that it is important that the characters have different talents and personalities, and that having these vague roles already established is the best way to ensure that happens. These characters are as follows: (I'm going by the genders of characters the first time around, but any character can be any biological sex and gender identity. However, keep in mind that both my character and my Co-GM DotCom's are female, so I'm unlikely to accept more than one additional female identifying character)
The Leader- Whether he likes it or not, this character is the type of person who people naturally gravitate to in times of crisis. His ability to keep a clear head under pressure and naturally strong leadership abilities are his best strengths, and characters will naturally fall in behind him when the going gets rough.
(Taken by Dedonus)The Lancer- Where the leader is calm and in control, his lancer is often rash and impulsive. He can be the leader's best friend or worst rival but he is the second-in-command, first and foremost. Though his unpredictability can sometimes make her difficult to work with, his ability to think outside of the box and his extreme loyalty make him an asset to the team.
(Taken by DeadBeatWalking)The Big Guy- While not necessarily the largest member of the team, physically, he's definitely the most aggressive. He could hold his own in a fight even before gaining the ability to morph. He's almost always in favor of doing things in the most direct, preferably physical way possible. This trait may put him at odds with the rest of the team.
(Taken by Terminal)The Smart Guy- An extremely intelligent character who prefers to think things through before jumping into them. Exact area(s) of expertise are up to the player, but this should generally be the more logical character in the group. He generally prefers peace; or at least, not getting his ass kicked unnecessarily. Snarkiness requested but not required.
(Taken by Captain Jordan)The Heart- The more emotional/artsy character, and the group's moral compass. She (Though, it especially bears repeating here that this character does not have to be female, or even remotely feminine) is the first one to speak up whenever it seems the group is going too far past that line that separates good from evil. This character has an excellent understanding of how people tick, and while she usually uses this gift for good, to help keep the group cohesive and take care of members emotionally and whatnot, she is also an excellent manipulator, and the best morpher of the group.
(Taken by DotCom)The Alien- My character, a young member of the same race who grants the group their morphing powers. She'll join a little bit after they actually get the powers and is mainly for exposition. She'll gives background on the secret invaders and their motives, while being very cryptic about her own people. Characteristics include arrogance and a complete lack of knowledge regarding human culture. (Taken by myself)
CSCS: (Include what role you hope for the character to have at the top)
What's your name?:
How old are you?: (High school age; I may accept a character a little older, but they'd have to be interesting, and in a position to regularly interact with the others)
What do you look like?: (A real picture may also be included at the top of the CS, under their role)
Do you have any hobbies? Please feel free to discuss them here:
Any dislikes?:
Tell me, what are your goals for the future? Both immediate and long-term.:
What's your home life like? Specifically, what is your relationship like with your parents?:
Siblings?:
What's your favorite animal, and why?:
Favorite color?:
You wake up late one night to discover that your house is burning down. What do you do?:
Finally, a tricky one; which came first, the chicken or the egg?:
Again, I must emphasize that this is to be written like an interview of your character. I am most likely to accept characters who fit their archetype and expand on it, so that they read as actual human beings. Feel free to post any questions here for feedback, or to PM myself and/or DotCom.