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Watch out.

The gap in the door... it's a separate reality.
The only me is me.
Are you sure the only you is you?


DON'T TOUCH THAT DIAL NOW, WE'RE JUST GETTING STARTED

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T H E Z O R A


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T E R R I T O R Y : Z O R A ' S D O M A I N
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D E I T Y : J A B U N , G U A R D I A N O F T H E O C E A N S | T H E S A G E O F W A T E R
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L O Y A L T I E S : T H E Z O R A R O Y A L T Y

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SUMMARY
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The Zora are an aquatic, amphibious race of fish-people that reside mainly in Zora's Domain, but due to their amphibious nature, may be found anywhere in Hyrule - particularly near bodies of water. Naturally, the Zora biology makes them incredible swimmers, agile and fast in the water, able to swim through currents, waves, and the coldest of both salt and fresh waters. This swimming ability is aided by the Zora's biology, which includes dorsal fins on the rear of their heads, ulna fins on their arms, and webbed feet and hands, as well as gills.

Most Zora do not wear clothes, as they have little sense of embarrassment or modesty about their bodies like Hylians, certainly helped by their lack of visible external genitalia - although they do take to donning certain affectations depending on their standing. Zora guards wear elaborate ceremonial armour, while the royal and high-class Zora tend to wear jewelry. Zora that have tried to integrate themselves with Hylian culture more fully tend to wear rough, basic clothes in order to avoid making Hylians feel uncomfortable, although all Zora forgo shoes.

Zoras worship Jabun, the Guardian of the Sea, as their patron deity. Many hope to one day swim in his waters.
T H E T W I L I



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T E R R I T O R Y : T H E T W I L I G H T R E A L M
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D E I T Y : T H E T R I F O R C E
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L O Y A L T I E S : T H E T W I L I G H T Q U E E N

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SUMMARY
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The Twili are an enigmatic race of magical beings that exist through the Twilight Mirror in the Twilight Realm, a half-shadowed world that their tribe was banished to long ago, and that they have since made their home. The Twili are peaceful, though this is largely irrelevant to Hyrule and those that live there; the Twilight Mirror is shattered into pieces that cannot be recovered, and with it, so to is the only door between Hyrule and the Twilight Realm.

Long ago, a tribe of sorcerers known as the Interlopers attempted to use their magic to rule the Sacred Realm and take the Triforce for themselves. Displeased with them, the Three Goddesses banished them to the Twilight Realm, where, over millenia, they slowly evolved, abandoning their original desires and adapting to life in their new home, though holding on to their natural aptitude for magic. Twili are humanoid, but strange caricatures of Hylians, with featureless, black-and-white skin, strange runic markings, stretched forms and limbs and elongated necks. They are also intelligent, with a cultured society and technology surpassing that of Hyrule.

Sadly, while previously the Twili used the Twilight Mirror to visit Hyrule, the invasion of Zant against Hyrule resulted in a second shattering of the mirror, pulling all Twili back to their realm, and cutting off all travel between the two kingdoms.
T H E K O K I R I



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T E R R I T O R Y : K O K I R I F O R E S T | T H E L O S T W O O D S
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D E I T Y : G R E A T Q U E E N O F T H E F A I R I E S | T H E G R E A T D E K U T R E E | T H E S A G E O F F O R E S T
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L O Y A L T I E S : T H E G R E A T D E K U T R E E

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SUMMARY
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The Kokiri are a forest race of children, residing deep within the Kokiri Forest and Lost Woods, watched over by the Great Deku Tree, Guardian of the Forest. Given their ageless nature, it is often thought that Kokiri are spirits of the forest, given true life by the Great Deku Tree, or Hylian children that wandered too far into the Lost Woods and were transformed by the powers of the region, or even fairies that were given corporeal form. Whether any of these theories are true is unknown; however, it is true that each Kokiri has their own guardian fairy companion, and that a Kokiri that left the forest would perish quickly.

Kokiri are a peaceful, innocent race, never aging beyond pre-pubescence, but remaining alive for unknown years of time. They are a cautious race, keeping secrets from outsiders and shunning those that would integrate themselves into their world without seeking audience and approval from the Great Deku Tree first. They are also innately mischievous in a way only children can accomplish, playing tricks and pranks that are, more often than not, harmless - but some jokes that can, through child-like naivety, bring more malicious results upon the victim's head. Many Kokiri are musical, and all of them are whimsical.
T H E S H E I K A H



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T E R R I T O R Y : W I N D F A L L V I L L A G E | W A T C H T O W E R O F S T E E L
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D E I T Y : T H E S A G E O F S H A D O W | T H E T R I F O R C E
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L O Y A L T I E S : T H E R O Y A L F A M I L Y | T H E S H E I K A H M A S T E R S

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SUMMARY
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The Sheikah are a tribe of Hylians that reside in Windfall Village. An ancient clan, tied to the Hylian Royal Family, a select few are chosen to train in the Watchtower of Steel to become Sheikah Warriors, ninja-like soldiers and assassins devoted to the protection of Hyrule's Royal Family - this oath lingers even beyond death.

Sheikah are naturally attuned to magic, and even the most mundane, non-practiced Sheikah Tribe member can perform basic spells. More trained warriors can cloak themselves, silence their movements, blind their enemies, and teleport great distances with their magical abilities. Trained Sheikah Warriors are also formidable foes, but they prefer to avoid confrontation, instead taking other methods. They are practiced in a variety of weapons, including swords, bows, and throwing knives.

Sheikah warriors are scarce in these times, with only one or two trainers remaining alive, and even they are old and nearing their end. The Sheikah Warrior way is threatening to die out, and this sad fact is not helped by the trainer's stubbornness in their strict standards for potential trainees. However, there are a few potentials that have been chosen from the current generation of Sheikah.

Sheikah generally have pale or even gray skin, with fair hair ranging from white to golden-blonde, and their facial features are usually androgynous. All Sheikah have red eyes - it is the surest sign of a Sheikah's lineage. Sheikah are patient, logical, and soft-spoken, often choosing to speak only when they have something of value to say - although there are some that prefers action over words.
T H E G E R U D O



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T E R R I T O R Y : G E R U D O D E S E R T
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D E I T Y : T H E S A G E O F S P I R I T | T H E T R I F O R C E
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L O Y A L T I E S : T H E G E R U D O E M P R E S S

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SUMMARY
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The Gerudo are a proud, all-female tribe of desert-dwelling Hylians, residing deep in the Gerudo Desert in Gerudo Valley, the path to which is near-untraceable to outsiders. The tribe was begun many years ago by a clan of thieves who were banished from Hyrule proper into the desert as punishment for their crimes. The clan found the valley, and over the years, the Gerudo grew into their own community, building fortresses from stone.

The Gerudo are trained in combat from a young age, their skills brought up to standard until each member chooses her personal weapon - whether it be a simple sword, a vicious spear, or something more exotic. Gerudo are also taught in the way of the thief, learning how to move quietly and unseen. Gerudo are also natural survivors, as it necessary living in the desert.

Male Gerudo are rare, and the few that are born are not trained in the traditional Gerudo way of combat and thievery. Many are cast out into the desert to prove their value to the tribe, and few come back. Gerudo are proud, and honourable to their own clan, although their reputation outside of the Valley is not one held in high esteem. Gerudo generally have dark skin, and red hair.
T H E H Y L I A N S


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T E R R I T O R Y : H Y R U L E
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D E I T Y : H Y L I A | T H E S A G E O F L I G H T | T H E T R I F O R C E
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L O Y A L T I E S : T H E R O Y A L F A M I L Y

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SUMMARY
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The Hylians are a sub-race of Humans, the dominant species of Hyrule, and one that resides near-globally, their absence only truly felt in the inner cores of the homes of the other races of Hyrule. Hylians are the Chosen race, and are faithful to the Golden Goddesses, Din, Farore, and Nayru, who formed the land of Hyrule and gave life to Hylians. Hylians resemble Humans, but are usually taller and have long, pointed ears. While not naturally attuned, Hylians are capable of a variety of magics.

Hylian dress is usually simplistic and functional, mostly tunics, belts, and trousers with work boots for men, and tunics or dresses with flat shoes for women. Most Hylian clothing is stitched with brightly-colored thread in a range of patterns, adding personality to clothing and making it seem even festive. Hylians are able to learn many different skills, and take on many different careers; skilled farmers, scholars, knights, guards, merchants, and more, have all come from the Hylian people. Hylian skin comes in many tones, their hair many colours, and their figures many shapes.

Hylians worship the Three Goddesses and the Triforce, as the protectors of Hyrule, as well as Hylia, their patron Goddess.
T A R O , C H I L D O F A S H

T A R O S U M M E R , 5 C Y C L E S M A R T R A X M A L E

▼ A P P E A R A N C E:

//DESCRIPTION:
Taro is a young Martrax in the prime state of his lifespan, a lean and ruthless predator. Taro, like all Martrax, is a quadruped, walking on four legs. His biology is similar to that of Earth felines, although much larger (reaching over six feet in length) and with distinct fur - short-haired, but light gray with a silver sheen, with a longer, darker mane. However, a Martrax's most distinctive feature is their tail - segmented, carapaced, and highly mobile, it ends in a vicious stinger.

▼ B I O G R A P H Y:

Taro was born as the Summer of his planet began its terrible peak, and the first leaves of the treetops began to catch the fire of the twin suns; Taro's first memory, clear in his mind, was that of great flames bursting from the branches of the trees around him and above him, his mother seizing him by his scruff in her jaw, his parents rushing towards the caves where the rest of their pack waited, the caves that would offer shelter from the fire that would soon engulf their world. The light was great, and the heat intense, but the caves held cooler air and soft shadows, and it was in those caves that Taro grew, suckling at his mother as the pack hibernated, surviving another summer cycle.

When his pack emerged, Taro was a young cub, a mewling infant no longer, instead growing larger and stronger, with the energy and rambunctious nature of a mischievous child. His first sight of his planet was that of an ash desert, the burnt remains of the jungle he was born in, vast swathes of speckled grays with shrubs and weeds still surviving, seeds from the great trees destroyed beginning to sprout and begin a new cycle. Taro was entranced, and in his play he stained his fur the colour of the ash; as he grew, his fur eventually mellowed from its newborn brown into the gray of how his planet had welcomed him, and thus Taro was dubbed a Child of Ash, like his father before him.

~

Taro aged for three cycles before the first sign of his Martrax maturity began to manifest - his tail's first secretions. A Martrax was never born with their venom, and only a rare few with a stinger at all; most had their barbs form as they tail grew, the chitinous carapace forming the distinctive wicked point as a Martrax reached two or three cycles, and only then would the glands, growing along with the cub, begin to manufacture the venom that would become their most potent weapon. Taro was excited when his secretions began, eager to enter the new phase of his life and become a true member of his pack - and his pack wasted no time in putting the newly mature Martrax to use.

Taro was quickly taught how to hunt; how to find prey and select a target, how to stalk the potential meal, how to get so close that you could hear its heartbeat, and how to remain so invisible that you wore the dark on your fur - and it was then and only then that Taro was taught how to strike. A silent whip, the slight sound of puncture and a whimper from the prey and then the toxin took hold, seizing up the meal's joints and stopping their heart, and then Taro would pounce and tear out the throat, blood dripping from his maw. His first kill was eaten heartily, sampled by the Alpha as per Martrax mandate, and only then shared with the rest of the pack.

~​

At four cycles, Taro did something no Martrax at his young age had ever done: he challenged his Alpha.

Bovay, Child of Fire, was an aging Martrax, old and ungraceful, alive for 26 cycles with seemingly only a few more to come; he had challenged his Alpha at ten cycles, and won a decisive victory, securing himself as new Alpha. His leadership had been fair and just, and as he aged, his decisions grew wiser and more tempered - but now Bovay grew too old, and his choices for his pack were becoming scattered and unnecessary. Taro saw the need for a new mind in his place, a Martrax stronger and less burdened by the decline of years, an Alpha that could lead his pack into its new generation, Taro's generation. Taro saw himself as that Alpha, and challenged Bovay.

The two fought for hours, and above them their planet's parent body floated across the sky like a watchful god. Eventually, Taro's claws found Bovay's already battered legs and Bovay yielded, surrendering the position of Alpha over to Taro. Taro was excited, but suddenly anxious; the pack waited on him, and he was now the one they looked to for guidance - and so began the rule of Taro, Child of Ash, Alpha of his pack.

His leadership was not unsatisfactory, but Taro was young, and it was plain to his pack. They did not question him, for he was Alpha, and Taro sought advice from the deposed Bovay, who told him that a firm leader was better than a liked one. Taro found this troubling, as he felt insecure in his hold as Alpha, but acted regardless - he moved his pack from their erstwhile home, setting up a new home some distance away, closer to one of his planet's coasts; while his pack was displeased with the unfamiliar territory, they were now further from a rival pack who they had been contesting hunting grounds with, and slowly Taro's pack began to realize that their new home was a positive change - with easy access to water to cool them, they could hunt longer into the Summer before delving below to hibernate in the coastal cave systems, and the oceanic life gave them a new source of food that no other pack could contest. Taro was accepted unanimously as Alpha, and all his worries of being challenged dissipated as his pack began a new, better life.

~​

Then Taro was abducted. A highly-advanced species from a neighbouring system had been observing the semi-sentient Martraxi for many cycles, and Taro's recent movements had interested them: such a young Martrax challenging the Alpha, winning, and then moving his entire pack to new territory - activity like this was unheard of by those who were aware of the Martrax, and the Martraxi themselves. An amoral sect desired further study of the Martrax and their culture, and devised an awful method of research.

They waited until the peak of the next Summer, when Taro led his pack into the coastal cave systems for their hibernation, and then enacted their plot, sending a ship down to brave the fire and the heat to abduct Taro as he and his pack slept and survived. Taro was placed into a research pod and put into stasis, and the abductors watched as his pack woke after the Fire with no Alpha, no leader. At first there was chaos - the stronger, older Martraxi of the pack immediately brawling for the position, before Bovay, still alive but dangerously weak, instated himself once again. In his final act, Bovay lead the pack to another, and entreated the Alpha that Bovay's pack merged with his, explaining his circumstances, the Alpha that was missing, his pack's past and his own. The Alpha accepted, and just like that, Taro's pack, Taro's family and legacy, was gone.

~

Stasis is a peculiar state of being. The body is frozen in time but still very much alive, heart beating and blood pumping and organs functioning but nothing aging, nothing dead. The mind dreams. A Martrax doesn't dream. A Martrax rarely sleeps, staying awake for most of the period they're not hibernating, taking perhaps five or six rests a cycle. Hibernation forces a shut-down, closes off even the Martraxi psychic waves. But stasis isn't hibernation, and Taro dreamed, psychic waves still active, still searching for another Martrax to connect to, searching for companionship and comfort. Taro's mind didn't find anything, but it still felt the activity of its pack from the planet below, however faintly. Taro dreamed of his pack spilling its own blood, of the return of the past, of a great movement - and then Taro dreamed of his pack fading away into nothing, enveloped and swallowed up by another, something similar but fundamentally different.

Taro woke up.

Alarms went off immediately. Stasis was not supposed to be breached from the inside. The ship went into security mode and Taro burst from his pod, angry and frightened and confused, lashing out at those who had taken him from his family and delivered him such dark dreams.

Somewhere in the fracas the ship sustained major damage, causing an overheat and subsequent malfunction in its hyperdrive systems. The ship flung itself furiously through space, ending up in a galaxy known to its local intelligent species as the 'Milky Way'. Taro, bathed in both his blood and his assailant's, tail dripping toxin from rapid, repeated use, had little time to brace himself for the impact as the ship's engines and hyperdrive failed completely, dropping the ship directly into the atmosphere of the planet 'Earth'. The ship crashed, and Taro spent the first three days on his new home wounded and unconscious amid rubble and debris, what was left of the ship resting in a smoking crater.​

~

Since Taro's destructive relocation, he's survived, hunting lesser life-forms alone, living on the side of Old Stone Mountain and avoiding being spotted by the local residents, odd two-legged creatures that he has seen in mighty abundance, and assumes to be the planet's dominant lifeform. While his lessons in early cycles about the value of silence and shadows have not gone unheeded, he has still be unable to completely escape notice - but, thankfully, he has been mistaken more than once for a similar beast that shares the territory of the mountain, and even when noticed as something rather more peculiar than the local wildlife, stories of 'manticores on the mountain' are rarely listened to.

The recent rain has interested Taro though, as has the psychic response from the mass population that lives below his mountain home. The wreckage of the ship he came in on is still there and still undiscovered, and Taro still wishes to return to his planet and restart his pack. Taro is still the Alpha, and he still holds his responsibilities.​

▼ A B I L I T I E S / S K I L L S:


//ABILITIES:
Taro possesses two extraordinary attributes that, while standard to his species, allow him to become something far greater than a simple feline predator on the strange planet of Earth - his psychic abilities, and his tail.

Taro's psychic abilities arise from his race's method of communication between both each other and themselves and other species. Incapable of verbal communication beyond basic, animalistic sounds, Martraxi instead 'talk' via implanting images, emotions, and intents into the minds of others, their 'speech' often abstract in nature but clear in message. This psychic is, by default, 'always-on', allowing quick response to threats to the pack or to a pack-member in danger - but on Earth, it allows Taro to feel the mind-states of those around him, allowing him to pinpoint those in trouble, those looking to cause trouble, and feel out the current emotional state of his surroundings.

Taro is also able to emit a powerful psychic 'shout'. Due to the innate lack of psychic talent in the average Homo Sapien, the human brain has not needed to learn the necessary abilities to filter, or outright block, psychic signals and messages in order to protect the psyche. Taro can use his own natural psychic nature to take advantage of this by emitting a sudden burst of a particular emotion or feeling, causing this broadcast to overwhelm any humans in the area and override their current mind-state for a few minutes.

Taro's tail, meanwhile, is strictly physical, and strictly offensive. Tough, strong, and mobile, it makes for a hefty club, and its stinger tip allows for many laceration- and/or impaling-related injuries to be suffered upon his opponents when Taro finds himself in the midst of combat - however, the stinger is also loaded with a potent, naturally-produced toxin that, upon injection, can cause severe paralysis and an intense, burning pain within minutes, if not seconds.​

//SKILLS:
Taro's own notable skills are, foremost, his talents for hunting, tracking, and surviving, as well as his physical aptitude - all necessities learnt during his years as part of his pack. A natural predator, Taro possesses keen hearing and night-vision (a result of eons of Martrax adaptation to their planet's long nights), as well as a considerable sense of smell. He's also brimming with trim, toned muscle, built for purpose and practicality entirely. Taro is agile, and smart in combat, not afraid to swipe at weaker targets first or to wear down a tougher opponent, and he holds no anxieties about using his claws, teeth, and tail all to the best of his ability.​

//LIMITATIONS:
While Taro is naturally a deadly predator thanks to the great tuning centuries or evolution provides, he is neither perfect, nor in his natural habitat. This is most obvious in how uncomfortable Taro finds him in the colder climate of Earth - his home planet, with its twin stars, is a constant bath of heat, causing the fur of the Martraxi to grow short and sleek. Earth, being further away from its sun, and having both a steady day/night cycle and more cold months than warm, is unsuited to Martrax life - and Taro finds his residence uncomfortable, his body often too cold to perform to its best standards.

Further unsuited to Taro's biology is Earth's own atmosphere - thinner in oxygen than his homeworld, Taro's muscles are partially starved of oxygen, putting his body under unusual strain to keep up in performance. As a result, Taro's strength and stamina are not true to their proper potential.​

//WEAKNESSES:
Taro's most potent enemy in his new life on planet Earth is, right now, the terrestrial microbial life - bacteria, viruses, fungi; anything alive that can enter Taro's bloodstream poses a major threat as his immune system encounters a completely new and completely alien attacker, with no existing way to defend itself - after Taro's first meal on Earth, he spent the next day weak and vomiting as his body rejected the foreign substances that naturally resided within the meat he'd consumed. Taro's body is slowly building resistances and creating antibodies, but right now, any microbes can cause serious illness.

Additionally, Taro's psychic abilities do not offer him solely boons - whilst a Human does not naturally possess any psychic powers and therefore no refinement or control of their incoming signals, they have also never had to refine their broadcasts, and as a result, are 'always-on' to Taro, who, still not familiar enough with this new pattern of psychic brain-waves, is unable to successfully and completely block them from his own mind. While this is manageable in a situation where numbers remain low or distance remains high, Taro can still be overwhelmed, causing a 'short' in his own psychic abilities, a debilitating migraine, and robbing him of his ability to focus on anything but ridding his mind of the invading signals.​

▼ N O T E S:

//HOME PLANET:
Planet VJDE-4J54-JH, Sector 37D, is home to the Martrax race, who are the 'dominant species' of the planet, but with no real structured society, they are really little more than alpha predator.

VJDE is a satellite planet, its parent body a far larger planetary mass, scorched and dead. Its most distinctive feature is its twin stars, which it orbits in a figure-of-eight pattern along with its parent body. The near-constant light has given way to thick and verdant plant-life that covers most of VJDE's landmass, which, combined with the eternal heat, creates a lush rainforest. This light is only broken twice for each complete cycle of its orbit, when VJDE reaches one of the two farthest lateral points of its path, and its parent body comes between it and its two suns, causing a planet-wide period of darkness that lasts for 4-5 months before the eclipse is broken as VJDE continues its orbit.

While dark, and the closest VJDE gets to a 'winter', the planet still remains relatively warm. This heat ramps up as VJDE reaches the first of its two 'summers', the point in its orbit where it comes between both of its suns. The sheer heat of both stars combined causes mass bushfires planet-wide that burn away most of the larger plant-life, leaving only smaller weeds, shrubs, and the seeds of the larger trees left alive. Because of the danger of the fires, and the danger of the heat itself, most of the wildlife, including the dominant Martraxi, hibernate for the summer period, burrowing underground or delving into cave systems that offer shelter from the direct sunlight and slightly cooler temperatures, re-emerging when VJDE begins to pull away from one of the suns and temperatures fall again, allowing the plants to spring back to life and flourish through the ash-desert to create new forests, beginning another cycle.

~​

Martraxi are a quadrupedal feline race, similar in shape to terrestrial lions and tigers, but usually far larger, the smallest adult Martrax still reaching six feet in length and coming up to a human male's waist at least in height (from ground to foreleg shoulder). Their fur is often colourless, coming in varying shades of white, grey, and black, with long, sleek manes that are distinct in colour from the main coat.

All Martraxi have long, segmented, prehensile tails covered in a tough carapace that extends partially up the spine and back of the Martrax, which ends in a vicious stinger - sometimes split into two or three separate tips - that is loaded with a dose of highly toxic venom that can paralyze an unfortunate victim within minutes, if not seconds.

While Martraxi are not capable of speech, and any verbal communication is in the form of purrs, growls, roars, or chuffing, they are capable of psychic communication. Mostly achieved through imagery and emotion imprinted into another's mind, 'speech' in this manner is often abstract, and while there are no words 'broadcast', the intent of the message is clear. Martraxi are, by default, 'always on' to psychic communication, which allows quick response to threats or danger as well as ease of communication, but they are capable of blocking out psychic signals.

~​

While intelligent, and capable of communication (both inter- and intra-species), the Martrax do not live in a 'structured' society like the Homo Sapiens of Earth, or other celestial sentient beings. Instead, they live wild in the rainforests of their planet, in pack structures similar to those of terrestrial canines, despite their feline-like biology. A Martrax pack will consist of four or five 'bloodlines', families of Martraxi that fall into line under an 'Alpha'.

An 'Alpha' is defined by power alone - male or female, a Martrax only becomes Alpha of his or her pack when they challenge and depose the current Alpha. While challenges are a serious affair, they are not common, and Alphas can rule their 'pack' for several decades until challenged, at which point they will engage in a fair fight to defend their place - however, never to the death. A challenged Alpha will fight until one party yields: if deposed, an Alpha will be respected for his or her time as leader of the pack until their death by natural causes, and will be cared for by the new Alpha; if the challenger is defeated, they will be commended for their efforts, and welcomed to challenge once more when they grow stronger. Due to the 'no-kill' nature of an Alpha challenge, Martraxi will not use their tails in this kind of combat - indeed, to kill the challenger is to be deposed by default, and to kill the Alpha is to be ostracized by the rest of the pack.

The strict rules of combat in challenging an Alpha are mostly due to the long life-span and low birth-rate of a Martrax - a Martrax is a powerful predator late into their cycles, and a pack is stronger the more members it has. If a member were to be killed every challenge, a pack's number would dwindle quickly, and be forced into extinction shortly after. Martraxi mate for life, and produce perhaps only one or two offspring in their lives. Males and females share the burden of childcare equally until the cub is capable of sustaining themselves, and as hunting for food for the pack is often regarded as as much leisure as it is necessity, those who go is often rotated each hunt.

A pack will always fall respectfully in line beneath an Alpha who has proven themselves, and an Alpha needs only do it once to remain Alpha until challenged again - however, many Alphas rule fairly, concerned with the wellbeing of the pack as a whole, as a Martrax survives only as well as his or her pack does, and challengers rarely take on an Alpha unless they are prepared to shoulder the responsibilities.

Martraxi possess 'second names' in the form of descriptors that intend to mark their belonging to a particular generation, mostly decided by the general time of their birth but also influenced by the colour of their fur - for example, a Martrax born during one of their planet's nights will often grow to have darker fur, and will be dubbed a 'Child of Dark'. These second names are as close are Martraxi get to different races within their species, and packs usually consist of one or two families all from similar generations - it is rare to find a Child of Dark residing within the same pack as a Child of Fire.
M I N N I E R I P P E R

M I N A V I T A G E O R G I N A R I P O L E A P R I L ' 9 8 ( 2 2 ) F E M A L E

"Just be glad 'Bogeyman' isn't a classifier."

▼ A P P E A R A N C E:

//STATS:
◼ HEIGHT | 5'5"

◼ WEIGHT | 106lbs

◼ BUILD | Slim.

◼ HAIR COLOR | Brunette.

◼ EYE COLOR | Brown.

▼ B I O G R A P H Y:

"Nasty things can come in innocent-looking packages."
Born in the beginning of April, 1998, to Martha and Joseph Ripole, the unfortunately named (in her opinion) Minavita Ripole came into the world screaming but burning with passion, arriving in Portland, Oregon, just south of the Canadian border - and, unknown to both her parents the child herself, a member of an emerging new species: Homo Viruim, or Hyperhuman. It wouldn't be until Minavita grew to 19 years old that anyone would know what she really was.

Martha Ripole died in 2003, when Minnie was 5. The family - Mother, Father, Daughter - were in the family car, heading to the beach on a warm and lazy June weekend, when they were caught in a head-on collision caused by a Hype incident. Martha, who had been unbuckled, turned around in her seat to entertain Minnie with silly faces, was thrown against the windshield, smashing her head and causing internal bleeding in the brain. She died three days later in hospital, and Joe became a single dad.

Minnie's father was good to her. He loved her and supported her, and though they lived in a small house with little luxuries - Joe's job as a tradesman offered little in the way of exorbitant wealth - they lived happily. Minnie missed her mother and Joe missed his wife but they were content with each other. Joe put Minnie through school, and she made friends easily, keeping herself upbeat and friendly, not allowing the maternal gulf in her life to define her. Instead, she became a maternal figure herself, taking on a sense of responsibility far beyond her years - she looked after her friends, and the animals that she found herself increasingly drawn to.

Minnie graduated high school at 18, a punk girl for the last three years - she'd fallen for the sound and the aesthetic, appreciating that both were things even she could comfortably afford, and she was drawn to the core concepts that Punk stood for - acceptance and freedom, regardless of creed, race, or in Minnie's case, financial situation. She lost herself in the gritty, dirty riffs, the chaotic drum beats. There was something near-natural about the music to hear, animalistic and instinctual. She sang along where she could, and wrote her own lyrics, filling up notepads - pads she shared with her friends, who immediately span dreams of bands and stardom. A punk-band pipe-dream, but one the group held on to throughout their adolescence nonetheless.

After graduation she quickly moved out to a shared apartment with several of the friends she'd made in high school. Her father let her go with his blessing, both anxious about her stepping out into the world, but both happy that she'd made it. She found a job and paid her rent, enjoying her new life, her new home, and her new housemates. They drank, and joked, and jammed, and one night, when the two were done in unison, formed the punk band they'd always talked about but never acted on, hoping to spur the dying music into a second life. They called themselves Calling Jupiter, and began to write and play.

Calling Jupiter didn't allow the resurrection they'd hoped for, but it did give them freedom, and paved Minnie's path. They didn't tour, but played in grimy pubs and bars and small halls, making small amounts of money. They had fun, and were happy with that - after all, fun, not monetary gain, was the point of Punk. And then it all collapsed.

Minnie was the band's frontman, the lead vocals and personality of Calling Jupiter, strutting about the stage and belting words with ferocity and power. She had her own stage name, 'Minnie Ripper', and she wore it like a badge, transforming into an idealistic version of herself, becoming on-stage who she could never be off it. She was attractive and filled with passion and attitude, suggestive and aloof, a wry smirk and a cocked eyebrow. She was admired. She was desired. And when the guitarist's advances were first ignored and then rejected, Minnie was nearly raped. That was when she performed her first inducement, a stray dog mutating into a fanged, spiked-skinned Monster and tearing her attempted-rapist's throat out. That was when she found out she was a Hype. That was when she fled to Canada.

Canada didn't seem like the obvious choice, but it was Canada that was known best for its tolerant attitude toward Hypes, Canada that had a fledgling academy dedicated to the shelter and education of Hypes, Canada that was close enough to use to flee from murder charges. Minnie was found by a SHIFT strike team, and given safe harbour and enrollment in PRCU. She fought off the charges levied against her with self-defense as her main case, and secondary manslaughter as her back up - thankfully, the first stuck. No longer needing the safety of a border between her and the law, Minnie's father invited her home - but, as much to her own surprise as her fathers, she elected to stay at PRCU, studying and training. They had been a home to her to a time of crisis, and she felt safe - something she was in desperate need of now.

Now, Minnie is 22, the punk aesthetic gone but not forgotten, shed in favour of something that doesn't remind her of that night. She exchanges letters with her father and practices her abilities, accepting of her inclusion in this new, emergent species, but a little less pleased with her status as a monster maker. Right now, there are staff that are eager to push her into SHIFT, as her abilities make her a serious contender as a SHIFT enforcer if harnessed properly - but frankly, she's fine with not using them. Doesn't mean she doesn't practice, though. She does see something cute in her creations.​

▼ A B I L I T I E S / S K I L L S:

"This is my Anxiety Support Dog. Also my bodyguard."

//ABILITIES:
Minnie possesses the ability to manipulate the biology of certain animals - at this point, dogs and some birds - and induce mutation, forcing them to become larger, more monstrous, and allowing their aggressiveness to surge. This mutation is temporary, but with concentration, also allows Minnie to have complete psychic control over their actions and behavior.​

//LIMITATIONS:
Minnie needs extended, uninterrupted contact with the animal she has chosen to induce, and inducing multiple Monsters requires more time and harder concentration - attempting to induce too many animals too quickly will exhaust Minnie, and can cause collapse or even coma. Her psychic command over Monsters also grows weaker and more difficult to maintain the more Monsters she is attempting to control. The inducement of a Monster only lasts for a certain time, directly related to the amount of concentration and effort put into both the inducement and the psychic link.​

//WEAKNESSES:
Obviously, Minnie's ability has little use outside of a combat scenario, and Minnie herself has little self-defense capabilities without her Monsters - and having her Monsters further depends on animal presence. If Minnie has her Monsters, she still requires concentration and strength to make and maintain the psychic command - and a sufficient distraction will loose the Monsters on friend, foe, and Minnie alike until their inducement wears off.​

▼ N O T E S:

//SUPPORTING CAST:

JOSEPH RIPOLE | Minnie's father, a kind and aging soul, ever-grieving for the loss of his wife but dipping in such immense joy for the life of his daughter. Despite a Hype incident causing Martha's death, he strives not to harbour resentment or hatred, and his efforts towards tolerance were only bolstered by his daughter's public entrance into the Homo Virium species. Joe Ripole is a simple man with a simple job, but he is warm, open-minded, and enjoys a cold can of beer after a hard day's work.

MARTHA RIPOLE | Minnie's mother, sadly torn from the world after being caught in a pile-up that was caused by an unfortunate Hype incident. Her death left an irreparable hole in the lives of Minnie and Joseph, but neither allowed their grief to consume them; Joseph allowed his love of his daughter to save him, while Minnie herself became the maternal figure she would have otherwise missed.

RUDY FOSTER | Drummer of Calling Jupiter, Minnie's post-high school punk band. Tall, strong, and well aware of both, he was nonetheless friendly, and almost gentle, if a tad clumsy. He drinks a lot but rarely feels it, and smokes a lot and always feels it. He's been a good confidant to Minnie, although there are some secrets she likes to keep.

HENRY JONES | Guitarist of Calling Jupiter. An arrogant, short-tempered man, but with an absorbing confidence and an aura of fun that made him engaging and approachable. He was Minnie's go-to-guy for a good time, and often the life of what little 'after-party' there was after a Calling Jupiter pseudo-gig - but his illusion was brought down after his romantic intentions upon Minnie were ultimately rejected, and he sought to force his desires upon her. Fortunately for Minnie and Earth at large, her Hype status awakened, and Henry was soon de-throated by a monstrous was-dog. He was Minnie's traumatic entry into her true heritage, and the nightmarish beginning of her new life.

POGGLES | A pug assigned to Minnie after her initial arrival at PRCU as a therapy dog during her follow-up treatment after being targeted in an attempted rape. Greatly adored by Minnie, he soon seized a fast loyalty to her, helped no end by multiple inducements and psychic connections due to Minnie's innate abilities. Despite her therapy being two years behind her, Poggles remains distinctly Minnie's dog, and stands steadfast beside her, protecting her, comforting her, and becoming a vicious, six-legged, many-fanged monster when Minnie needs slight more protection.​
Simulacrum - in a hyper-future cyberpunk world, digital personas are a massive part of everyone's individual national identity. when a select few go rogue and their real life counterparts become wanted, black-listed fugitives, they must work around and against the system to reclaim their identities and old lives.

City?

Factions?

Notable NPCs?

Internet/digital realm?

Neighboring cities?

City districts/outskirts?

D E T E C T I V E W O L F E

R U S T I N T H O M A S W O L F E S E P T E M B E R ' 8 2 ( 3 8 ) M A L E

"The world is changing....we need to change with it."

▼ A P P E A R A N C E:

"Look at a man long enough, and he becomes a stranger."
//STATS:
◼ HEIGHT | 6'1"

◼ WEIGHT | 121lbs

◼ BUILD | Gaunt.

◼ HAIR COLOR | Dark Brown.

◼ EYE COLOR | Gray.

//DESCRIPTION:
Often scruffy, Rust's staple clothes are cloth blazers, tight shirts, and skinny ties. He owns a coat for rough - or cold - weather, and it's been seeing a lot of use lately, but Rust dislikes the restriction of movement. His hair is wavy and unkempt, brushed up and out of his face with a grubby palm. Rust scowls a lot - an occupational hazard - and his skin is rough, collecting grime in its creases. Rust dresses pragmatic and light, with a revolver on his hip and a badge in his pocket.

▼ B I O G R A P H Y:

"How much can you really know about a person? Every man is the guard of his own mind."
Rustin's father, Paul Wolfe, led an unremarkable childhood. Paul's own father was a long-serving and loyal military man, and his various stations kept his family mobile and never settled; Paul and his two brothers quickly grew used to the lifestyle, and the daily regimens of life on a military base or encampment - even to civilians - quickly became ingrained in them. When the three men came of age to enlist, they did so immediately; in part to follow their father and to gain his approval, and in part because military life was all they really knew.

Paul and his brothers were all enlisted and serving in time to be stationed in Vietnam during the US occupation of the country; Paul's service in those hot jungles lasted from 1967 to 1972, during which time he fought, killed, wept, and lost both of his brothers as well as several squadmates, friends he'd forged in the fire of war and violence. He came back a shell of a man, suffering PTSD and disillusioned with the military institution as a whole, unable to shake the horrors he'd both seen and committed. Regardless, Paul still felt the desire to serve and protect, but in a way he knew was for the good of the people, rather than a way that the state only told him was good. To this end, he volunteered for an ex-soldier rehabilitation program that landed him a job as a beat cop in the Crescent City Police Force. The work was hard, and jarring to Paul - but slowly and surely, he regained control over his life.

Paul's new independence couldn't have come at a better time. A squadmate who had survived the war alongside him suddenly died due to complications from an old war wound, and Paul attended the funeral - a sad day indeed, but a day he would always remember as the beginning of his new life, and the day he met Andrea. Andrea was the widow, and the pair bonded in their loss and their grief and comforted each other in the coming weeks and months, eventually starting a new relationship. Two years in, they married, and sold their individual estates and pooled their funds to buy a new house in East City, using the property and their new home as a chance to start afresh, free from their old lives and attachments. They were happy.

In 1983, at 35, Paul and Andrea had Rustin, a wiry child who grew quickly and displayed a keen cleverness that his father quickly picked up on. Paul guided Rustin's mind, feeding it knowledge and allowing him to devour information from any and all subjects - but also focusing on Rustin's natural guile and sharp wit, ensuring he'd be smart in more ways that academically. He involved Rustin in his work with the CCPD, encouraging Rustin to be inquisitive and molding him to follow his father into the police force; this molding worked. Rustin grew up with a strong sense of justice and right and wrong, and after graduating high school with high grades quickly joined the force at the bottom of the ladder.

Rustin quickly proved himself a capable cop, fierce in the chase and unrelenting in the apprehension and charge. He became a problem for the gangs and crime families of Crescent City, his sharpness becoming an issue as he began patrolling known centres of gang activity. In an effort to deal with the problem in a new, intelligent, non-violent manner, strings were pulled and Rustin's smarts were recognized by the higher authorities of the police department: Rustin was promoted to a plain-clothes detective and tucked away in Homicide, investigating cases where the crime families had already gone through with their business, and were able to set up a patsy to keep Rustin at bay.

Rustin continues to work as a Homicide Detective to this day, solving murders efficiently and refusing to let a case go cold, even taking unsolved folders out of the records office to pour over at home. He is perfectly aware of the why of his position; but he refuses the corrupt forces of Crescent City to tuck him out of the way of their business - and the gangs and families are well aware of how Rustin continues to be a thorn in their side. Rustin plays a dangerous game; but he is recognized, and respected, as a dangerous man - by all sides.

▼ A B I L I T I E S / S K I L L S:

"A sharp mind and steady hand will open many doors."

//SKILLS:
Despite Rustin's lack of 'superpowers', he does possess several notable talents that make him a valuable - if zealous - asset to the CCPD, as well as a dangerous individual. Most obvious is Rust's zeal: his sheer passion in the pursuit of justice, and the determination that allows him to succeed where many of his colleagues simply abandon a case to the cold locker. This persistence allows him to pour over what he knows and what he has in the hopes of finding something new, and more often than not, he does just that, using quick and wily intelligence to make previously unnoticed connections. In the field Rust is light on his feet and quick to analyse his surroundings, keeping himself on his toes and ready to react however is necessary - skills the city taught him through sheer necessity during his time as a beat cop.

Rust has also spent time at the HQ's range, honing his aim and learning how to remain calm and in control under pressure and in the middle of an intense situation. While he's not formally trained in any hand-to-hand combat, he is well-learned on how thugs prefer to fight, and he's thrown more than a few punches in his time on patrol.

//LIMITATIONS:
As Rustin doesn't possess any powers, his limitations come only in the varieties that restrict him in his line of duty. While Rustin is usually unimpeded in the apprehension of the killers he pursues case-to-case, occasionally the corruption of the system he works in, or the sheer power wielded by the various gangs and crime families of Crescent City, prevents him from moving further with a particular case, or interferes with one of the many processes of criminal justice - usually preventing arrest, detainment, or sentencing.

However, there are times when the law itself gets in the way of Rustin's ability to administer due justice, and there are times when he feels his job as phantom shackles chained around his wrists - due diligence is necessary in enforcing judicial law, but more often than not, it only combines with the state of Crescent City as a corrupt institute to pervert the course of true, natural justice - and frustrates Rustin to all ends.

//WEAKNESSES:
Rustin's notable weaknesses are best summed up as thus: he is Human, and fragile. With no supernatural endurance, no kind of precognition, no extraordinary combative talents, Rustin is as vulnerable to the common fist as any other Homo-Sapien, to say nothing of weapons, whether they be blunt, sharp, or projectile. His defenses do nothing against the criminal affairs that plague his city, and he survives in Crescent City by sheer luck and guile alone.
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