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Roman Grumpy Toad, King of Dirt

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Name:
Arlo Sarsa
Aryzl


Nicknames:
N/A


Alias:
Halo
Enoch


Age:
23


Sex:
Male (He/Him)


Appearance:
Arlo's two most distinctive features are kept tidy and well-maintained at all times: his otherwise wild, wavy hair is tamed and tied back to a neat, professional bun, and his amber gaze is made sure to be warm and inviting at all times, steering away from the piercing stare he's capable of sporting.

In keeping, Arlo keeps the rest of his person clean and well-groomed, staying clean-shaven and well-dressed. While preferring jeans and a shirt, he has also been known to astound in formal trousers and an accompanying waistcoat and tie when needs be. His smooth features are easy on the eyes, and his warm smile invites many friends. Arlo stands six foot high, and while he isn't toned, he jogs and maintains a base level of fitness.


Powers/Skills:
Arlo has the ability to spin brightly-glowing gold rings and circles of what he calls 'Light Energy' into various sizes, that he can then grip and manipulate to fulfill several purposes: large circles can be fortified and held as shields or defensible barriers, while rings can be fashioned with razor-sharp edges for use as thrown weapons or close-quarters blades.

While Arlo calls it 'Light Energy', but truly believes it to be coincidentally-coloured psychic energy, it is actually weak manifestations of latent angelic power locked deep within him from heavenly forefathers.


Backstory:
At the beginning of the universe, there was the heavenly body known as the Presence, and nothing else. And then, the Presence was surrounded by life.

Among this life were the Pax Dei - four orders of eternally loyal subjects to The Presence, the first in an ethereal race of beings that, in millennia to come, more mundane lifeforms would come to call 'Angels'. The four orders - The Eagle Host, The Bull Host, The Lion Host, and The Human Host - governed all that their maker had seen fit to create, and they were second only to the ultimate authority of The Presence himself. They acted as guardians, matrons, servants, peacekeepers - and military.

Micheal, Arch-Angel of The Eagle Host, watched over Earth in its infancy, guiding Man - the most recent creation of The Presence, and His most precious - through its first steps, and in his duty, Micheal came to love Man, seeing in them all the potential The Presence had gifted them. He took a keen interest in one particular charge - a kind woman, whose generosity, even to her own deficit, greatly humbled the mighty Arch-Angel, and so he sought to shed the restrictions of his post, and become mortal to be one with her. Micheal's brother, the Arch-Angel Lucifer, found such admiration of lesser beings disgusting; and so began the First War of Heaven, ultimately won by Micheal's forces, but not without great tragedy. The Kingdom of The Presence was split, and He felt a great sorrow that spilled out onto His creations; unable to bear the weight of such heartbreak, Micheal cut off his wings, and descended to Earth to be with his desired one, leaving behind all memories of his former power and heritage. And so, the Kingdom mourned the loss of the brothers Arch-Angel, and The Presence created no more.

Many ages passed. Micheal had made a rich family, all with the seed of his beginnings within them, but only a few able to wield such power for the good of their brethren. The latest child of the once-Angel is born 1993 and named Arlo, after his father's father, and his parents enjoy a good life with him in Metropolis. Arlo grows, and the seed in him stirs more than those of his ancestors; something in Arlo is different, a valiant heart or a noble spirit that taps into ancient power hidden deep within his bloodline.

At 16, shortly after puberty, Arlo begins experiencing blinding light emanating from his palms, that he soon learns to weave and spin into shapes. He practices for several years, exploring the sizes, the strengths, the qualities he can imbue his 'halos' with; but he learns to do little else, some kind of block - mental or otherwise - preventing him from tasting the power that, in truth, he is unaware of even possessing. Unsure what to make of his ability, he keeps it hidden, although such a secret bears a heavy burden upon him.

Now, moving into his mid-twenties and living in a new, frightening world - a world without the Justice League, a world threatened by inconceivable threats from unknowable corners, Arlo finds this burden too much to carry any longer. He steps out of his self-made shadow wearing the name of his secret - 'Halo' - as a badge of pride, and aligns himself with those who wish to defend Mankind and those they love. Come what may, Arlo wields his power - and therefore, he must be willing to use it.


Motivation for joining the League?:
In the wake of recent events, Arlo believes his gifts are for a purpose - if he is unwilling to use them for the greater good, he is undeserving of them.


What do you bring to the League?:
Fatally loyal and a valiant defender, Arlo is first to the frontline, and always willing to take blows for his comrades-in-arms.


Notes
TBC
Hidden 8 yrs ago 8 yrs ago Post by Roman
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S W A R M Q U E E N

A B E L L E D ' V O I R E 1 8 // 0 7 // 1 9 9 9 ( 1 7 ) F E M A L E

"There's a couple bugs in my code."

▼ A P P E A R A N C E:

"I've always said to embrace your strange."
//STATS:
◼ HEIGHT | 5'4"
◼ WEIGHT | 90lbs
◼ BUILD | Petite
◼ HAIR COLOUR | Brown
◼ EYE COLOUR | Light Green/Amber


//DESCRIPTION:
Abelle, preferably Belle, has always kept a slightly mysterious and alien-like air about her persona, in an open-armed acceptance of the oddities of her existence. She stands at a tall 5'11, with long limbs that threaten to be clumsy but are instead coordinated into smooth, graceful motion. Her facial bone structure appears other-worldly and her expressions dip equally into adorable and uncanny. She keeps her hair short, for low-maintenance as well as to accentuate her bone structure, and coupled with a single plain nose ring and her near-amber coloured eyes, she appears extra-terrestrial. Belle always make sure to cast strong shadows (in the right lighting), and strike an eye-catching figure in her day-to-day.

Despite her decidedly 'alternative' choice of hairstyle and jewelry, Belle once again appeals to the contrarian within her by dressing light and loose, favouring creams, whites, and other bright, pure colours, often choosing sheer, silk, or satin fabrics. While many of her clothes are simple in shape and style, they usually bear some sort of minor affectation in such a way to allow them to stand out against other, similar garments. Her makeup swings between either natural-esque or dark and heavy, but no matter her daily fashion, Belle always appears comfortable and cutting-edge.

▼ B I O G R A P H Y:

"The specifics of my biology has always bugged me."
Belle's parents, Lorin and Nathaneal, were both born in France, and met in class at Aix-Marseille University in Provence, where they were both taking Advanced Language Studies. Lorin's mother and father had lived through the Dark Eclipse and had passed to her the 'hype-gene', and while she had never realised, it had gifted her with an excellent capacity for learning all manner of foreign languages - a skill that had been put down to natural talent and gifted intelligence. Nathaneal, however, had secured his place through scraping every grade he could manage, working hard to achieve the results he needed - Nathan dreamed of a life travelling, and wanted to expand his knowledge of the world through its people. Together, they discovered a quiet, but fiercely powerful kinship, and the two began a deep, loving relationship that would endure many trials. They graduated with high honours, and began planning their lives together, moving to Paris to be young lovers. In 1998, Lorin fell pregnant unexpectedly, and the two young parents-to-be made a quick - and ultimately easy - decision to enter a brave new chapter in their lives. It did not start without its difficulties.

From early into the second trimester, Lorin's obstetrician identified a rare recessive defective gene from Nathaneal had been passed on to their child, that would cause a debilitating - and eventually terminal - neuro-degnerative condition. The couple refused to abort Belle, but instead took every course of treatment, medication, and surgery that was available to help their unborn child. Eventually, in July '98, Belle was born pre-maturely, and she spent 3 months in the NICU before she was declared stable enough to return home. Belle spent a year in Paris with her parents; according to them, it was the best year France, let alone Paris, had ever seen. Then Belle returned to the hospital. Her condition was taking its toll far more rapidly than any doctor - pre- or post-natal - has predicted. Lorin's chosen medical advisors had given Belle four to five un-impeded years, but she lasted only one before returning to white walls and vinyl flooring.

The situation was poor at best. Belle was declining at a rapid rate, and no known treatment could effectively stall the process that had already begun. She had maybe a few months at best, and her parents were distraught. Belle herself didn't - couldn't - understand, instead clinging to hazy, half-formed memories of the city of Paris. It was at the end of their rope that Belle's doctors and parents found a final, frayed string of hope.

An experimental trial treatment for Belle's condition was starting its preliminary stages in the US, and Belle qualified almost immediately. Lorin and Nathaneal, almost frantic with combined grief and bittersweet hope, signed the flood of paperwork with fervoured pens, and Belle was whisked away a mere 4 hours later. Belle spent three days in Washington before her parents cleared their Visa's and passports to join her. In their desperation, they had skimmed over the details of the treatment, and it was only when they had landed, settled, and had Belle returned to them post-treatment that they were de-briefed by the lead medical staff on the trial.

The participants selected had had isolated strains of genetically altered genome tags from select species of insect introduced to the faulty genes that caused their neuro-degnerative conditions; it was a long-shot, and in very early stages, but the scientists involved believed that the DNA, chosen from a very select set of insect species, had properties that could treat or cure the patients' conditions by binding to the faulty genes responsible and either fixing - or overriding - the imperfect processes that caused the degeneration. It took several months, and other participants saw no changes - but somehow, against all odds, it worked for Belle. She got better. Lorin and Nathaneal thanked whoever it was that had watched over their child, and began to pick up their new lives in the US, far removed from the idyllic Paris days of their youth.

Lorin and Nathaneal picked up small jobs that paid enough to get by as doctors and scientists monitored Belle's improvement over the next three years; shortly after Belle turned five, she was found to be clear of all signs and symptoms of her previously life-threatening condition, and her visits and check-ups ceased. Overjoyed, Lorin and Nathaneal searched for their perfect home, and found it in New Hampshire, Crestwood Hollow, where Nathaneal found work travelling and lecturing, and Lorin became a professor of language at a nearby university.

Belle grew up healthy and happy, living in the Beau-side of Crestwood Hollow with her parents, her favourite young memories being those of warm afternoons spent in Mather Park when her father came home from whichever state he had been lecturing in, hazy summer air and the smells of sizzling barbecues filling her. As she aged, Belle inquired of her early life in uncountable medical facilities, and her parents, not ones to hide the truth from their daughter, carefully explained the unfortunates of her first five years, and the circumstances that had allowed her to continue on past them. Belle recoiled at first, only twelve and naive, finding the foreign DNA's presence within her to be unsettling and unseemly; but her parents left her with medical records and research notes, and gently helped her towards acceptance. Belle acquired a keen interest in Human and Insect Biology, Biology as a subject quickly becoming her best, and as she moved up academically she began taking on extra-curricular courses related to Human Biology and Entomology, having a vested interest in the subjects. Now, Belle is 17, through most of her puberty and attending Mather Memorial. She has a small group of close friends, and hopes to move on to university when she graduates to study Entomology in full. She is still fond of Mather Park, and still visits with her father when she can, but otherwise lives a happy, decidedly-'teenaged' adolescence.

▼ A B I L I T I E S / S K I L L S:

"At least it means wasp-free barbecues."

//ABILITIES: Pheromone-based Insect Manipulation - Belle is able to secrete specific pheromones from the sweat pores of her body, creating an invisible beacon for all manner of insect, crustacean, and arachnid life to come crawling out of nooks and crannies of the world to seek the source - inevitable finding Belle herself - and then await further instruction. Belle's variety of pheromones are subtle enough in their distinctions to almost emulate telekinetic control, but in truth, Belle is simply signalling certain instinctual impulses in the swarms she can amass, which can range from complete aggression to total pacifism to absolute retreat.

The uses of her swarm are only limited by Belle's imagination, and her willingness to test the limits of her pheromone control. Only time will tell whether Belle's abilities will develop any unexpected advancements, or if her pheromones are limited only to bug-specific signals.

//SKILLS: Belle possesses a few talents outside of her abnormal pheromones, that prove to be as important to her as her hype-gene. A dedicated student, Belle takes her studies very seriously, as well as taking any extra-credit offered and attending some extra-curricular courses. She keeps herself healthy and fit, jogging, stretching and maintaining an exercise routine to keep her body as healthy and limber as possible, not wanting any further health issues after her first few years.

//LIMITATIONS: Belle cannot produce bugs, nor does she keep her pheromones in a permanent 'on-state', as this would lead to a bigger swarm than she can control, as well as massive ecosystem instability and a negative public reaction when she arrives on-campus with half a city's worth of bugs trailing behind her. As a result, Belle must preempt a situation in which a swarm will serve her, and then carefully amass such a hive with selective pheromones while also ensuring she does not let the size run amok. If there are no bugs in the immediate vicinity, Belle will have to wait longer and try harder to reach out further, and if there are no bugs at all, Belle will have no swarm.

Further, the larger Belle's current swarm, the more difficult it is to maintain pinpoint control as is possible with a smaller group. While she can use the swarm itself to proliferate her pheromones within itself for increased efficiency, the larger the swarm is, the more likely it becomes for sections of it to break away as the rest of it receives new or different instructions, resulting in a large chunk loss as half of the swarm begins leaving or even in-fighting due to the many different species of insect that can be co-habiting one of Belle's swarms at any given time. As such, Belle's pheromone control is a careful knife-edge game - enough to create a swarm and then make it large enough to allow it to govern itself, but not so big as to implode itself. It is far too easy for Belle to simply leave a pheromone lingering for too long, and a swarm to disappear as quickly as it arrived.

//WEAKNESSES: Despite Belle's pheromones, her control is not infallible. Strong enough instinctual responses in the insects that make up her swarm can override any existing pheromone commands and cause the insects to revert to their nature; as such, strong fear, hunger, or mating impulses can destabilize a swarm entirely.

As well as basic instinct, simple biology can also impede Belle's powers. The insects that make up her swarms are just that: insects. While, in large numbers and under Belle's command, they are capable of inspiring fear and causing lasting damage to Belle's enemies, they are still subject to the frailty of their forms - any method that would normally disperse a large cluster of insects will work equally well against Belle's swarms.

▼ N O T E S:

//SUPPORTING CAST:
▼ ALLIES
LORIN D'VOIRE | Mother, and loving primary caretaker of her daughter. Possesses her own hype-gene that affords her an accelerated comprehension of foreign languages, but has never realised this to be the case. She is still paranoid of every flu and fever Belle picks up - afraid of the illness that plagued her daughter's first five years returning - but tries hard not to restrict her. She teaches language as a professor at a nearby university, and savours the time she gets with her family.
NATHANEAL D'VOIRE | Father, and travelling lecturer on a mixture of language studies and neuro-degenerative conditions, a foundation of knowledge he expanded greatly through the trials of his daughter's treatments. He often spends one or two weeks in a particular state, roaming schools and universities to deliver his lectures, before flying back to New Hampshire to spend a week with his family. His feels some guilt for passing on the faulty recessive gene that caused Belle's condition, and spoils her somewhat as a result; his own father died too soon in Nathaneal's life, and so he knows how precious every second can be.

▼ FRIENDS
ALEXA FUMAL | A fellow student at Mather Memorial, heavily interested in architecture and history, and one of Belle's closest friends. They met early on in their academic careers, and have remained steadfast and loyal to each other ever since. Alex doesn't know much about Belle's medical past, feeling it rude to ask, but Belle has shared some details, and likely will again; neither really care - it is the now that matters.

▼ ENEMIES
N/A | None...yet

//STOMPING GROUNDS
MATHER MEMORIAL HIGH SCHOOL | The school Belle attends, taking extra-curricular courses in Entomology and working hard to get the grades she needs for university. Belle latches on to any extra-credit she can find, and she is shaping up to be one of the school's star students.
MATHER PARK | Belle's favourite place in Crestwood Hollow, and where most of her afternoons and warm evenings are spent. The Hanging Tree ever-present, she often sits against its trunk on sunny days and listens to the world, enjoying every detail.
CRESTWOOD HOLLOW PORT | A throbbing hive of buzzing activity, Belle likes to visit the docks when the sun is high just to watch the unfurling tendrils of new people coming in, going out, running around working, or just enjoying their lunch breaks. The thriving hub of movement is both comforting and exciting to Belle, and reminds her that life is far, far bigger than just the city she lives in.

//PARAPHERNALIA
◼ MISC. | Not owning any notable tools or pieces of equipment, Belle instead has only the assorted typical goods of a high-school teenager: the latest smart phone, a laptop, several textbooks on entomology and biology, notepads, pencils and pens, and a copy of her medical history and a large sheaf of research notes from the experimental trial that saved her life.
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C H A R A C T E R

"Optional Creed"

B I R T H N A M E A G E S E X A L I G N M E N T

Ω O R I G I N S:

This is the story of your character's life, their defining moments and how they made it from the womb to where they are now. You can include as much other details as you think is necessary but don't go overboard and spell everything out. Sometimes its best to show through the IC than to tell in the CS.

Ω A B I L I T I E S / S K I L L S:

//ABILITIES:
◼ TBD | Test

//SKILLS:
◼ TBD | Test

//LIMITATIONS:
◼ TBD | Test

//WEAKNESSES:
◼ TBD | Test

Ω N O T E S:

◼ Any further notes your character may require.

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T H E S H R I K E

"Those who stand against me shall be culled."

M A N E A A G E F O R G O T T E N F E M A L E

Ω O R I G I N S:

"Witty Quote #2"
This is the story of your character's life, their defining moments nd how they made it from the womb to where they are now. You can include as much other details as you think is necessary but don't go overboard and spell everything out. Sometimes its best to show through the IC than to tell in the CS.

Ω A B I L I T I E S / S K I L L S:

"Witty Quote #3"
//ABILITIES:
◼ TBD | Test

//SKILLS:
◼ TBD | Test

//LIMITATIONS:
◼ TBD | Test

//WEAKNESSES:
◼ TBD | Test

Ω N O T E S:

"Witty Quote #4"
//SUPPORTING CAST:
▼ ALLIES
TBD | Test

▼ FRIENDS
TBD | Test

▼ ENEMIES
TBD | Test

//BASE OF OPERATIONS
◼ TBD | Test

//PARAPHERNALIA
◼ TBD | Test

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C O N S T A N T I N E

"S'just the way of it, son. We all sell our souls sooner or later."
J O H N C O N S T A N T I N E F E B U A R Y , 1 9 9 0 ( 2 6 ) M A L E C H A O T I C G O O D

C O N C E P T A B S T R A C T:

My Constantine is a highly-edited mash-up of the three canon interpretations that currently exist; a mix of his early days in DC Vertigo's Hellblazer, his later appearances in the DCU alongside more commonly known heroes like Superman and Batman, and his newest incarnation in DC's New52. Several events are yet to happen to Constantine, if indeed they happen at all, and others have been removed entirely to allow a more streamlined, intuitive history. My Constantine is younger, brasher, bolder, but still tormented and scarred, with some aspects edited and shaken up to allow him personal quirks that will serve to truly mark him as my own interpretation of his character. Hopefully, he is one that will enter the AbsoluteComics universe a better fit, and one that will not appear jarring alongside the capes and costumes of other characters.​

N O T E S:


T I M E L I N E :
♦ 1990 | John Constantine is born in Liverpool. His mother (Mary-Anne) dies. His father (Thomas) blames him. His sister (Cheryl) is left to raise him. Life is shit.

♦ 2001 | Thomas Constantine is sent to jail for burglary and petty voyeurism. Cheryl and John are sent to stay with family in Northampton. John discovers he is the next in the line of 'Laughing Magicians'. John begins to practice magic. Life is bearable.

♦ 2010 | John and his friends start up a punk band called 'Mucous Membrane' and find small success. After a gig in Newcastle, John stumbles upon a horrific carnage - Astra, an abused child, had unconsciously used latent magical power to summon a monster to slaughter her oppressors. John convinces his friends to help him summon their own demon to slay said monster; they succeed at the summon, but fail at the bind, and the demon Nergal slays the monster and takes Astra's powerful soul to his kingdom in Hell. John's friends are scarred for life, and John himself is committed to Ravenscar Psychiatric Hospital. Life is shit.

♦ 2015 | John is released from Ravenscar and moves to the US after a failed reconciliation with Cheryl. He develops a bad smoking habit along with some hard drinking, but does strike up a charming friendship with a chicago cabbie called Chas. John starts up a freelance investigation office, as well as occult business on the side, and tries to make his way in the world. Life is bearable.

♦ 2016 | John has been having bad dreams.
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D E S I G N A T I O N : E N F O R C E R

M A N E A O C T O B E R 2 0 0 0 ( 1 7 ) F E M A L E A U G M E N T E D


"Preliminary tests yield positive results. Subject may be ready for field deployment."

▼ A P P E A R A N C E:

"Despite all our work, subject appears remarkably...human. This will serve us well."
//STATS:
◼ HEIGHT | 5'3"
◼ WEIGHT | 120lbs
◼ BUILD | Lean and toned. Large muscle mass.
◼ HAIR COLOR | Blonde
◼ EYE COLOR | Clear blue.
◼ OTHER | Manea has several small, precise surgical scars in various places across her body where technology has been installed. The tattoo on the left side of her scalp covers heavier scarring from intensive neuro-surgery she receieved at a young age.

//DESCRIPTION:
Short but dense, Manea's body shape combined with her steely, emotionless stance and face makes her look every inch of the tactical, effective soldier she was bred to be. Her facial features are sharp and distinguished, and her hair, other than the shaved half, is worn long and straight in a traditional, minimalist style. Faint scars can be seen on her arms, legs, back and stomach as the result of multiple precise surgical incisions.

▼ B I O G R A P H Y:

"This is a great success. We can only hope further projects exceed the accomplishments we have made here."
Born early 2000 in central Johannesburg, South Africa, Manea (though not yet named thus) spent three rough but good years with her single mother, often looked after by her older brother while her mother worked long, gruelling shifts across three separate jobs in order to provide for her two children and herself. Manea's mother managed to keep the three of them clothed, fed, and sheltered, but there was precious little money for much else - her brother was a rapidly-growing young man, she herself needed expensive baby nutrition, and their extortionate landlord often lumped extra fees onto the rent for damages, noise complaints, tardiness, or turning down his sexual advances. They got by week-to-week, and Manea felt loved: her mother a flowing spring of warmth and nurture, and her brother an ever-present figure of protection and energy.

Manea does not remember them now.

Like much of Johannesburg, Manea's block was heavy and violent with gang activity and conflict. Disputes over drugs, money, territory and various other forms of contraband often flared into overt aggression and gunshot theatrics, gang members wounding and killing each other in a constant, chaotic scramble to seize the upper hand in what surmounted to little more than a few stained dollars atop a dusty pile of dry earth. Manea and her family did well to keep their heads down and avoid the brunt of the loosely-organised crime that otherwise bled through the city, only accepting its fringe influence into their small lives - the landlord, the cash-in-hand 'employment', the gang members jeering in the street. It rarely entered the complex of flats that held their home; until November, 12th, 2003, when a clear and still night was interrupted by a full-scale militarised police raid on the entire building. In truth, it was the Black Lotus Society masquerading as government agents, but the truth of their aggressors mattered little to the scores of people beaten, slashed, and shot dead at their doors, in their homes, dragged out into the halls and put down. Manea screamed in fright when a soldier kicked down their front door in a single, focused strike, and screamed again when they put a bullet through the chest of her brother, rupturing his lungs and his heart, killing him before he even reached the ground. It was when their barrels turned on her mother that the screams stopped, and instead a determined, unnatural fury overtook her. The soldier pulled the trigger, ripping a hole through the hand of Manea's mother before making another in her throat, and then yelled as Manea beat and bit his legs with all the angry ferocity a three year old could muster. The soldier's gun turned again, his finger starting to squeeze the trigger before his CO stepped in and pushed the barrel toward the floor, a growing sense of amused curiosity overtaking him about the toddler's unflinching, furious resolve in the face of carnage and tragedy. Instead, Manea was tazed, bagged, and abducted from Johannesburg, an impromptu inductee of the Black Lotus Society. She would never see South Africa again.

~

▼ M O T I V A T I O N / O B J E C T I V E:

"Your designation is ENFORCER. Your purpose is [REDACTED]."
What is driving your character? What makes them tick? Why do they act the way they do.

▼ A B I L I T I E S / S K I L L S:

"Subject seems to have taken to the implants well. All tests exceed expectations."
//ABILITIES:
◼ REFLEX ENHANCER| Nanotechnology that binds with Manea's central nervous system, aiding the conduction of any and all electrical signals sent and received, speeding them up and allowing Manea to react to incoming stimuli faster and more accurately.

◼ NOCICEPTOR LIMITER| Nanotechnology that restricts the synapse reaction of her body's nociceptors, sensory receptors that detect potentially damaging stimuli such as pressure, heat, or cell damage/death. This dulls any pain stimuli to Manea's brain.

◼ HYPERTROPHY ACCELERATOR| Nanotechnology that emits testosterone at an increased rate while also aiding in the process of rebuilding muscle. This allows faster and larger volume muscle growth, and also reinforces existing muscle structure, affording Manea extra strength.

◼ OXYGENATION BOOSTER| Nanotechnology that works alongside Manea's existing red blood cells, carrying more oxygen from every breath to her working muscles, as well as breaking down build ups of citric acid to allow extra anaerobic muscle activity. Combined, this allows Manea's muscles to work at higher capacity for far longer.

◼ RECONSTRUCTION AMPLIFIER| Nanotechnology that aids Manea's existing healing capacity by boosting cell regeneration. This implant allows Manea to repair open wounds, broken bones, and internal damage in as little as 12-18 hours. A good night's rest will allow the the combination of her nanotech to heal nearly any damage.

All put together, Manea's implants and nano-technology allow her to lift and manipulate objects as heavy as the average motorcycle with relative ease, sprint at a maximum speed of roughly 30mph, and maintain this speed for 20-30 minutes before exhausting herself, ignore pain up to and including broken bones without ceasing function, catch arrows and thrown weapons out of the air with minimal injury, and heal nearly all major wounds or fractures within 18-24 hours of rest period. She is a formidable combatant, and is deployed as such.

//SKILLS:
◼ HAND-TO-HAND COMBAT| Manea is highly-trained and extremely effective in close-quarters combat, able to block or counter nearly any incoming strike as well as disarm her opponent/s of multiple kinds of weaponry and turn it to her advantage. Manea rarely loses the upper hand when her enemies come within arm's reach.

◼ FIREARM PROFICIENCY| Manea is highly-trained and extremely effective with many different kinds of firearms, ranging from basic pistols, to black-market SMG's, to high-end assault rifles, to powerful marksman snipers.

◼ MELEE PROFICIENCY| Manea is highly-trained and extremely effective in the use of multiple forms of melee weaponry, including blades, clubs, and axes. Her training also allows her to improvise weapons from her surroundings if she is unable to find anything more formal, or is somehow disarmed.

//LIMITATIONS:
◼ TBD | Test

//WEAKNESSES:
◼ TBD | Test
[/indent]
▼ N O T E S:

//SUPPORTING CAST:
▼ ALLIES
TBD | Test

▼ FRIENDS
TBD | Test

▼ ENEMIES
TBD | Test

//STOMPING GROUNDS
◼ TBD | Test

//PARAPHERNALIA
◼ TBD | Test
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W E N D I G O

E L W O O D M A L I C E E T - D O W D O C T O B E R ' 9 7 ( 2 0 ) M A L E H E L L I O N

"I'm still learning how to...talk to people. The supernatural...comes second."

▼ A P P E A R A N C E:

"I can look kind of...intense. It's not..on purpose.."
//STATS:
◼ HEIGHT | 5'11"

◼ WEIGHT | 121lbs

◼ BUILD | Lean. Elwood could stand to gain a few pounds.

◼ HAIR COLOR | Jet black.

◼ EYE COLOR | Deep brown.

//DESCRIPTION:
Elwood's minimalist, monochrome fashion sense is self-tailored to understate (or perhaps underscore) the unique peculiarities of his facial structure afforded to him by his mixed-race heritage - Egyptian on his father's side, and Native American on his father's. His sharp cheekbones and large eyes give him a naturally piercing, inqusitive stare, and many people have felt uncomfortable under his gaze, as if he were silently unearthing all of their secrets or, more accurately, sizing them up for a meal.

Due to his pre-existing condition, Elwood does tend to shy away from much of the social interaction his day-to-day offers him, seceding from others as his anxiety and possession overruns him - as such, his body language and general posture is nearly always reserved and defensive. There are very few people he is open with, and no one he completely relaxes around.

▼ B I O G R A P H Y:

"I don't like talking about...anything. Myself especially."
'In North American folklore, the Wendigo is a ravenous monster native to the northern forests of the Atlantic Coast of the United States.

The Wendigo may appear as a monster with some characteristics of a human, or as a spirit who has possessed a human being and made them become monstrous.

It is historically associated with cannibalism, murder and insatiable greed.'
- Cash Ahenakew, Critical Literacy: Theories and Practices.

"The Wendigo is a curse of hunger and corruption.
It is my family's.
It is mine.
It will not be the world's."
- Elwood Dowd

In the Nineteenth Century, shortly after the first European settlers came to North America, the Wolastoqiyik tribe came to a schism: a majority of the people accept the new travellers, joining their existing villages with the new settlements and starting a new trading relationship with the colonies, while a small faction saw no need to change their ways for the foreigners that now lived on their land. Eventually, neither side could reconcile with the other, and the faction chose to abandon their villages and move northwards in search of new country to live, holding on to their traditional ways. This faction broke off from the Wolastoqiyik people, and named themselves after their leader, Tobique Malecite. The Malecite tribe left 40-strong on a cold morning with the tools and provisions allowed for them, and trekked into the forest with the sun to their sides. They, or their descendants, would not be seen again for sixty years.

When the first few descendants of the Malecite people broke away from the treeline a decade or so before the beginning of the Twentieth Century, they propagated a vicious legend through the first settlements they stumbled into; gaunt men and women with sunken eyes and pale skin, with bellies distended from malnutrition, and a feverish gaze. Many tried to feed these poor wretches, only to find that they ripped and tore at the bread and meat with voracious and violent frenzy. Many died, unable to digest the food they gorged themselves on, or simply choking on hunks of unchewed food. Those that didn't often vomited up what they had managed to swallow; it was a lucky few that were taken in to medical facilities to be cared for and fed in a manner that would not kill them. The only survivors of the Malicite expedition were invariably young and hardy. No one knew what had happened in that forest for the last half-a-century; but many guessed and gossiped. The Malicite people, the three that remained, gave up their predecessor's prideful gestures, integrating themselves into the new, modern society that had developed in their absence - and so it was for another thirty years.

The Malicite line propagated itself singularly; while all three found themselves new partners, only one - Oro Malicite - succeeded in having children, and he passed his name onto a daughter, whom he loved very much, and cared for with every waking moment. Still haunted by the starvation and hunger he had suffered upon leaving the forest, Oro worked hard to provide his family and himself more than they could possibly hope to consume. In his waning years, Oro felt that hunger still, and ate more and more, terrified of feeling the cold, hollow pain he had felt in the forest, until one day, old and grey, Oro died, still reaching for another meal - and his daughter, the only living Malicite blood, began to feel a slow, creeping hunger descend upon her.

And so it was for another century - an endless cycle of hunger and birth and death and hunger, the spirit of the Wendigo passing on after every death to the youngest living Malicite - now Maliceet - before consuming them and repeating the curse. Strange characteristics were always matched with the sufferer - sharper teeth, darker eyes, gaunter frames, paler skin - and every Maliceet held the secret burden of the Wendigo within them, caging the beast while it wailed against their bellies. So it has been since Oro, and so it is now, in the time of Elwood; this raging creature snared within him, a starved, voracious monster desperate for meat. Elwood struggles everyday, but resists nonetheless, lest the Wendigo be unleashed upon the people of Crescent City. He has slipped, like many of his ancestors, but only once - and the blood he tasted will torment him until the end of his days.

For now, only Elwood's willpower, and his Maw-Maw, safeguard the people of Crescent City from yet another beast, in a world that already has far, far too many monsters.

▼ M O T I V A T I O N / O B J E C T I V E:

"It's difficult...to do the right thing. But I'm trying every day."
Elwood's primary and ongoing objective is the supression of the Wendigo Spirit that inhabits his body, preventing it from taking over his body and creating a new hunting ground in Crescent City. His Maw-Maw takes care of him, teaching him the history of his family and the curse that has plagued it for so long, and while he knows it is never truly possible, he still tries to have a 'normal' life as best he can. He struggles with the Wendigo's impulses and instincts, and is determined to do the opposite, and use his affliction for good. He also hopes to overcome his own anxiety disorder some day, but figures he has more pressing matters.

▼ A B I L I T I E S / S K I L L S:

"My family's legacy...it's...hunger. Hunger is the all of it."

//ABILITIES:
◼ WENDIGO POSSESSION | Like his mother before him and his grandfather before him, and on and on, Elwood is possessed by the spirit of the Wendigo, an ancient force from North American legend. While the spirit's full power is locked away by Elwood's resistance to being overrun, its mere inhabitance of his body lends certain boons and drawbacks.

◼ Supernatural Durability | The Wendigo's skin can be likened to ancient stone - old, superficially cracked, but immensely tough. While Elwood has absolute control, he retains only a small portion of the Wendigo's true invulnerability, as well as its resistance to cold temperature, but as the spirit wrestles more and more control over Elwood's body, the Wendigo's skin is soon able to withstand harder and harder blows, until it cannot be harmed at all.

◼ Supernatural Senses | As the Wendigo gains control, Elwood's senses are enhanced to more befit an apex predator. Eyesight gets more accurate and motion-based, and Elwood's hearing and sense of smell also dramatically improve. Elwood does not experience any of these improvements while he has full control.

◼ Supernatural Agility | As the Wendigo gains control, Elwood is able to utilize incredible bursts of speed to leap great distances, dodge incoming obstacles, or clamber up buildings. The Wendigo often employs this agility to perch in a hidden spot, remaining perfectly still before pouncing on unsuspecting prey. Elwood does not experience this enhanced agility while he has full control.

◼ Supernatural Strength | As the Wendigo gains control, Elwood's strength ramps up, allowing him to lift men single-handedly, stop cars and motorcycles, punch dents into brickwork, and smash through obstacles with frightening ease. Elwood does not experience this enhanced strength while he has full control.

◼ Supernatural Physiology | As the Wendigo gains control, Elwood's body twists and morphs to better suit the predator that is taking over. His mouth splits and enlarges, growing fangs while the jaw unhooks itself in order to open wider, while his pupils dilate and his sclera turns black. Elwood's limbs stretch out, his body becoming emaciated as mass is transferred, and his skin grows white and cold, while talons spring from his hands and feet. The stronger the Wendigo's possession becomes, the further the transformation goes, but these changes are lost as Elwood enforces his will upon the spirit.

//SKILLS:
◼ WILLPOWER | Long years of suffering under the Wendigo has sharpened the mind of every member of the Harjo family, Elwood included, and honed within them a sharp and powerful force of will, allowing them to resist the Wendigo's possession.

//LIMITATIONS:
◼ WENDIGO PSYCHE | As the Wendigo spirit gains more influence over Elwood's body, so does it gain more hold over his mind; the predator instinct of the Wendigo starts to overpower Elwood's humanity, and begins to become a threat to any living being in the vicinity. With effort, Elwood can wrestle control of himself back - but it's better if he never gets to that point in the first place.

//WEAKNESSES:
◼ FIRE | Fire - and, by extension, high heat - is the only thing that can harm a Wendigo, and does so at an accelerated rate. Furthermore, any burnt skin becomes vulnerable to further damage from any source.

◼ HUNGER | The Wendigo's Hunger is its defining trait, the reason for its existance, and its eternal purpose. Elwood feels this Hunger every second of every day, and as such has a voracious appetite, especially for meat - but he must be extremely cautious in indulging this appetite, as over-feasting is a prime trigger to give way to the Wendigo. When Elwood is not in control, the Wendigo will do everything possible to feed itself, and this drive can be easily exploited.

▼ N O T E S:

//SUPPORTING CAST:
▼ ALLIES

▼ FRIENDS

▼ ENEMIES

//STOMPING GROUNDS
◼ NEW LILITH | Living with his Maw-Maw in his parent's old house (his mother deceased, and his father moved away), Elwood is only ever found at home, in his workplace at The Lamp, or in the grocery store in between.

//PARAPHERNALIA
◼ TBD | Test
Hidden 7 yrs ago 7 yrs ago Post by Roman
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Roman Grumpy Toad, King of Dirt

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G U N S L I N G E R

R O L A N D W O L F E F E B U A R Y , 1 9 0 0 ( 1 1 8 ) M A L E V E N A R I
IMG

"DRAW!...nah, I'm kidding. You wouldn't hear me call 'draw'."

▼ A P P E A R A N C E:


IMG
"These ain't wrinkles, darlin', just...experience lines."
//STATS:
◼ HEIGHT | 6'2"

◼ WEIGHT | 150lbs

◼ BUILD | Tall and lean with toned muscle mass

◼ HAIR COLOR | Dark brown with streaks of silver from age

◼ EYE COLOR | Deep amber

◼ OTHER | Has various scars across his torso, back, and legs from his years of Venari 'duty'. His Venari runes cover a few , with specialized runes on the insides of his wrists.

//DESCRIPTION:
Roland's clothes are old-fashioned, well-worn, and often dusty, even despite the absence of any mud, dirt, sand, soot, or silt; he treads roads in sturdy and reliable boots, and covers himself with a heavy and practical coat. He often has a cigarette hanging from his mouth, and often smokes it through a wry, knowing smile. His years of life have given him a blase, 'seen-it-all' attitude, and he often brushes off what others call 'crises' with the casual how-do that you might brush a fly off your shoulder - but despite this cavalier cover, he often lends a hand regardless.

▼ B I O G R A P H Y:

"It's been an...interestin' life, for sure."
This is the story of your character's life, their defining moments and how they made it from the womb to where they are now. You can include as much other details as you think is necessary but don't go overboard and spell everything out. Sometimes its best to show through the IC than to tell in the CS.

▼ M O T I V A T I O N / O B J E C T I V E:

"Witty Quote #4"
What is driving your character? What makes them tick? Why do they act the way they do.

▼ A B I L I T I E S / S K I L L S:

"Witty Quote #5"
//ABILITIES:
◼ TBD | Test

//SKILLS:
◼ TBD | Test

//LIMITATIONS:
◼ TBD | Test

//WEAKNESSES:
◼ TBD | Test

▼ N O T E S:

//SUPPORTING CAST:
▼ ALLIES
TBD | Test

▼ FRIENDS
TBD | Test

▼ ENEMIES
TBD | Test

//STOMPING GROUNDS
◼ TBD | Test

//PARAPHERNALIA
◼ TBD | Test
Hidden 7 yrs ago 4 yrs ago Post by Roman
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Roman Grumpy Toad, King of Dirt

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T H E L E G E N D O F Z E L D A: The Lost Knight



P R E M I S E:

The Great Hero, Link, First Knight of Hyrule, has saved his kingdom three times over, from threats each more sinister than the last: the dark rule of Ganondorf, the Gerudo King of Thieves; the chaos sown by Majora, the Demon of the Mask; and the Twilight Invasion by Zant, the Usurper King of the Twili. Now, with Queen Zelda reigning over a land of harmony and prosperity, Link is reaching his last years, and wishes to take a grand journey across Hyrule to see the land he saved, and to bid his farewells to old friends.

Link's pilgrimage was to take six months. It has been eight.

Queen Zelda, fearful and ill with worry, has put out a call across the land, seeking valiant residents of Hyrule to seek him out, offering a royal bounty of rupees and the gratitude of Hyrule's people to reward success. The quest is set out thus: travel Hyrule, find the lost Knight, and return him to Hyrule Castle, so that he may take his rightful place beside Zelda when their time comes.

The new heroes of Hyrule are to meet in Hyrule Castle's antechamber when the morning sun breaks the horizon, for an audience with the Queen before they undertake their quest.

The call for a new protector of Hyrule has been put forth. Will you answer?


H I S T O R Y O F H Y R U L E:

Before time, and spirits, and life, there was only the Heavens, and Chaos. Then, three Golden Goddesses descended upon the Chaos: Din, the Goddess of Power; Nayru, the Goddess of Wisdom; and Farore, the Goddess of Courage. The three Goddesses frowned upon the Chaos, and sought to form it into something beautiful that could exist alongside their Heavens. To this end, they infused the Chaos with their own powers, cultivating it to their desires: Din, with her strong, flaming arms, shaped the land and gave form to the red earth, thus creating the land that would be known as Hyrule. Nayru, with her wise heart, poured her wisdom unto the earth, giving the spirit of law to the world, and establishing Order in what had been Chaos, creating the laws of science and magic that would govern the universe. Farore, with her rich soul, gave life to Hyrule, creating the beings that would walk the earth, fly among the skies, and swim in the waters. And thus, Hyrule was created.

With Hyrule created, the Three Goddesses birthed the Hylians, the Chosen Race that would uphold their laws and govern Hyrule, and Hylia, their patron deity, who would watch over Hyrule. Their labors then completed, the three Golden Goddesses departed for the heavens, flying far up into the sky beyond the scope of the universe - and at the point of their departure from the realm of Hyrule, the Triforce was created, a powerful, sacred artifact that held the virtues of Power, Wisdom, and Courage in balance. Legends would tell of the Triforce, the most sacred relic of Hyrule, and its power - the power to grant the wish of any who held Power, Courage, and Wisdom in equal balance within their heart while holding the Triforce. With the Goddesses gone, Hylia was left to watch over Hyrule and cultivate the life that had been seeded; slowly, but surely, Hyrule blossomed.

~

Centuries passed. The people of Hyrule grew and matured, watched over by the Spirits, the Goddess Hylia, and the three Golden Goddesses. Peace reigned, and the races sent regular diplomats and emmisaries to maintain good relations between the provinces and tribes of Hyrule. However, peace was not to last; far to the west, deep in the Gerudo Desert, a man was born to the Gerudo Tribe - Ganondorf. His strength and magic far exceeded any other member of the tribe, and in fear of his power, he was cast out into the north of the desert. He traversed the Haunted Wasteland, visiting the Forsaken Pyramid, and then turned south, passing the Arbiter's Grounds as he travelled back to the Gerudo Valley. Upon his return, his strength was unquestioned, and he seized kingship over the Gerudo Tribe - Ganondorf, King of Thieves, his rule only just beginning.

Ganondorf craved power. His rule over the desert was not enough. He traveled to Hyrule Castle, seeking a false alliance with the Hylian Royal Family - in truth, Ganondorf had heard of the legends of the Triforce, and the power it granted, and he began to develop a plan to seize it, wanting to infiltrate the Sacred Realm and hold the Triforce. While he developed his plan, Princess Zelda was born, and Link's mother left him in the Kokiri Forest under the care of the Great Deku Tree. Unknown to any of the three, their paths would soon cross, and be forever interwoven.

~


Ganondorf knew that the path to the Sacred Realm, and the Triforce within it, was sealed in the Temple of Time behind the Door of Time, kept shut by four keys that he would need to collect and use in combination to open the Door - the three Spiritual Stones and the Ocarina of Time, with the Master Sword in its pedestal acting as the final seal. Ganondorf knew of the Ocarina, but it would be useless without the Stones, and so he set out to seize the one stone he knew about - The Kokiri Emerald. He traveled to the Forest and visited the Great Deku Tree, demanding the Stone - but the Tree knew the evil desire in Ganondorf's heart, and denied him his coveted key. In anger, Ganondorf cursed the Tree and fled the Forest, seeking the other Spiritual Stones.

The Great Deku Tree summoned Link, now a child, and beseeched him to seek out the Stones so that Ganondorf could not. The Tree granted the Emerald unto Link, and instructed him to seek out the Goron's Ruby and the Zora's Sapphire, sending the fairy Navi with him as a companion and guide - and then passed, Ganondorf's curse claiming him.

With the Great Deku Tree's words in mind, and Navi's guidance, Link collected the remaining Spiritual Stones, and then sneaking into Hyrule Castle to obtain the Ocarina of Time, meeting Princess Zelda for the first time as he did so. Zelda had prophecised Link's arrival in a dream, and willingly gave him the final key to the Door of Time so that he could use the Master Sword to protect the Triforce from Ganondorf - but it was too late. Ganondorf had been watching Link, allowing him to collect the Spiritual Stones, knowing Link would be given the keys that he could not take. He let Link open the Door of Time and take the Master Sword from its pedestal.

The Master Sword recognized Link, the destiny that was laid out before him and the courage in his heart - but he was young, too young to wield the Sword to defend Hyrule, and so he was frozen in time until he became of age. Ganondorf saw his opportunity and seized it, infiltrating the Sacred Realm and touching the Triforce, ready to have his darkest desires granted - but the Triforce was only for those who held its virtues in balance, and Ganondorf possessed only Power, with little Wisdom or Courage. In a divine cataclysm, the Triforce split - Link and Zelda received the pieces of Courage and Wisdom respectively, while Ganondorf held the Triforce of Power - which, in Link's absence, still granted him the immense magic to tear Hyrule Castle asunder, erecting his own dark fortress on the site of its destruction, and conquering the land for himself, cursing the Temples of the Six Sages, knowing their combined power was the only threat to his rule.

It was seven long, dark years before the Master Sword unsealed Link. Zelda had gone into hiding, and when Link awoke, only Rauru, the Sage of Light, was there to aid him. Link set out to slay the monsters that infested the Six Temples of the Sages, breaking the curses and awakening the new Sages. With all six Sages returned to power, Zelda revealed herself to Link, and together, they challenged Ganondorf. Link defeated him in a duel of sword and magic, but in his last throes, Ganondorf's Triforce of Power unleashed its magic and transformed him into a monstrous, nigh-invincible beast: Ganon, the Demon King. He attempted to slay Link, but with Zelda, Navi, and the Six Sages, Link fought and won, plunging the Master Sword into Ganon's head, and with the combined might of the Sword and the Sage's magic, sealed Ganon forever in the now-darkened Sacred Realm, the Triforce piece of Power with him, while the pieces of Courage and Wisdom remained with Link and Zelda. Peace returned to Hyrule in Ganon's defeat, and the land began to rebuild itself once more.

~


Eight years went by. Link and Zelda passed their adolescence and began their young adulthood. Link began courting Malon of Lon Lon Ranch, eventually getting engaged as the couple's friendship blossomed into a deep love, while Princess Zelda practiced and prepared to take her place upon the throne of Hyrule Castle to rule her kingdom and guide her people. Hyrule was calm, and Link and Zelda remained loyal to the people and the safeguarding of the land.

Their loyalty was soon demanded of them.

Evil rose from the East, from deep within the thick, dark treeline of the Lost Woods. A vile, ancient Demon known only as Majora, taking the form of a mask and using a Kokiri child known as Mido as a host, had emerged from unknown realms. Majora invaded Hyrule, despising the peace that has prospered there and hating the people for the love shown to them by the Goddesses - in petty anger and bitter jealousy, Majora called down the very Moon itself to fall and destroy Hyrule in three days, cursing the Four Giants, Guardians of the Land, and sealing them within terrible masks to prevent them from saving Hyrule.

Link knew that he was once again needed by Hyrule. Setting out, he trekked across the land and slew the creatures that had been created by the Masks of the Giant's curse, freeing them one by one and then calling them to his aid - they gathered, and caught the moon in the final hour of its descent, stopping it from destroying Hyrule. Majora, furious and manic, gathered its power and shed its host, Mido, now strong enough to act of its own accord. Mido stood by Link, withering but defiant - he used the last of his Forest-born life-force to infuse Link's sword with magical power, the power of hope and innocence and the essense of Nature itself. Link fought Majora, and struck it down. Entreating Navi and Zelda, the three used their magic to seal Majora back within the mask it had chosen as an avatar, locking away its power and hatred, and saving Hyrule. The mask was cast into the desert to be forgotten and its powers un-abused, and Link's sword was returned to Kokiri Village, as the only remains of Mido. Hyrule grew quiet once more.

~

Hyrule enjoyed two years of peace, spending the time rebuilding their kingdom, and undoing the damage sowed by the Demon Majora. Link and Malon married, and Princess Zelda became Queen, receiving the crown and appointing Link as Hyrule's First Knight in her first act as ruler. The people looked forward to Zelda's rule, her wisdom known throughout the kingdom, as much as Link's courage.

Both were soon needed.

Peace was interrupted by the sudden appearance of Midna - the Queen of the Twili - in Hyrule Castle's throne room, weak and near-death, suffering from some terrible curse placed upon her. She begs for Zelda - and when the Queen of Hyrule meets the Queen of the Twilight Realm, she is warned of a coming invasion by Zant, the Usurper King. Hyrule is to prepare for war.

Zant soon arrives through the Twilight Mirror, swathing across the land sowing chaos and destruction, backed by an army of mysterious and terrifying Shadow Beasts, the cursed inhabitants of the Twilight Realm. Zant makes examples of the leaders of the realm, and marched upon Hyrule Castle itself. Seeing the slaughter of her people should she resist, Zelda surrendered to Zant's invasion. Hyrule was his.

Link, however, remained free. With Zelda's aid, Link travelled Hyrule in secret, helping the people and rallying their spirits to fight back against Zant. With Hyrule behind him, Link stormed Zant's twisted throne, ousting the Usurper King and defeating him, breaking his curse upon Midna. With the true Twilight Ruler returned to power, Midna and Zelda cast Zant back into the Twilight Realm and freed both Hyrule and the Twili he had twisted into his army - and then, in a final act to ensure no more strife between kingdoms, shattered the Twilight Mirror completely. Hyrule, and the Twilight Realm, returned to solitary peace.

~

Since then, Hyrule has known serenity. Its people lived in happiness, once again rebuilding what they had lost, bringing Hyrule back even stronger and greater than before. Zelda ruled as well as her parents knew she would, bringing Hyrule new prosperity; Link watched over the land in his own way, and every year they both ensured the kingdom would remain safe from the enemies that had threatened it before.

Years have passed. Link and Zelda have grown old, and near their last years. Link, Hyrule's ever-faithful protector, wishes to take one last pilgrimage across the kingdom, revisiting the land he saved three times over, and to visit the six sages and their temples to pay his last respects to old friends. Such a journey was a worry on both Malon and Zelda, but Link assured them both of his still-present strength, and his safety. He soon departed on his journey, the route mapped, and the time planned upon - a trip of six months.

It has been eight.


R A C E S O F H Y R U L E:


The Hylians, of Hyrule (Playable)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.

The Gorons, of Goronia (Playable)The Gorons are a rock-eating, humanoid race that live mostly in Goronia, in large underground cities carved into the mountain range found there, or the natural caverns that have formed over the years. Most Goron are peaceful, content to let visitors come and go. Many Hylians consider Gorons to be of low intelligence, perhaps due to their appearance; but evidence would suggest otherwise, as Gorons are far more industrialized than the rest of Hyrule, working in extensive mines for food and valuable minerals, and nearly all Gorons make incredible scholars - particularly archaeologists.

Goron are, on average, 8-9 feet tall and double the weight of the average Hylian, with the physical strength to shatter boulders and mine tunnels with their bare hands. Gorons also possess the ability to roll into a ball and launch themselves at incredible speeds - indeed, most Goron cities include many small tunnels used primarily for this purpose to aid quick transport. Gorons are also immune to drowning - it is possible that their rock biology does not, in fact, require them to breath. Gorons are also resistant to heat, allowing them to walk on lava and through fire, and reside in the caverns of Death Mountain with ease. However, they are weak to low temperatures.

Gorons worship the Four Giants, the Guardians of the Land, as their patron deities - Goron legends suggest that the four beings are simply Megagorons that were granted immortality.

The Zora, of Zora's Domain (Playable)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.

The Rito, of Snowpeak (Playable)The Rito are a nimble race of bird-people, dwelling mainly on the tops of Snowpeak Mountain, doing well in the cold thanks to their thick feathers, but due to their innate ability to fly, they can be often found across Hyrule - many Rito are couriers or scouts, able to take the shortest paths between their departure and their destination.

Rito are not natural warriors, nor are they great in physical strength, due to their hollow bones, but they are quick, and their sharp beaks and claws can cause rapid harm. Rito children cannot fly, as their wings have not fully developed, but beyond 7 or 8 years of age until around 19 or 20, they are able to use their fledgling wings to glide.

Rito worship Valoo, the Guardian of the Sky, as their patron deity, and many take pilgrimages to the Wind Temple where he can occasionally be found, hoping to gain his favour and one of his scales that are said to possess magic that will let them control the winds for perfect flight. The Rito are often wise, patient, and fair, although they are also prone to bouts of pettiness, flurried thoughts, and itching wanderlust.

The Gerudo, of Gerudo Valley (Playable, Female-Only)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.

The Sheikah, of Windfall Village (Playable)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.

The Kokiri, of Kokiri Forest (Non-Playable)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.

The Twili, of the Twilight Realm (Non-Playable)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.

L U M I N A R I E S O F H Y R U L E:


Link, the First Knight of HyruleThe great hero of Hyrule, Link possesses the Triforce of Courage. He has saved the land thrice over from threats each more devious than the last, and stands as a faithful and fiercely loyal protector of the Royal Family to this day. His friendship with Zelda is one that will never die, as it was born in golden innocence and tempered by the fires of hardship and turmoil. Together they sealed away the King of Thieves, bound the Demon of the Mask, and defeated the Usurper King of the Twili.

Link is married to Malon, keeper of Epona Ranch, a girl he met as a child, and the only person he had to go to after Ganondorf threw him through time, a friendship that blossomed into love. His horse, Epona, is aging but loyal, a faithful mount that has guided him through his darkest quests. He is also close with Navi, a fairy who aided him on his first quest, and soon after came to become a Great Fairy, and then Fairy Queen.

Beyond his friendships, Link is also a recognized and well-respected emmisary of the Hylian Royal Family, his presence being regarded with great awe in the kingdoms of the Goron, Zora, Rito, and Gerudo. There are no Hylians that do not know of Link and his incomprehensible heroism, and there are no villains that do not quake at the legends of his prowess.


~​

Zelda, Queen of HyruleOnce the young princess of Hyrule, heir of the royal family, Zelda possesses the Triforce of Wisdom, and with it, she has grown into a powerful and fair queen of the land. Zelda is also the Seventh Sage, leader to the other Sages, and holds great magical power. With Link's considerable aid, she has weaved her magic to seal Ganondorf within the Sacred Realm, bind the demon Majora truly within its mask, and shatter the Twilight Mirror.

Zelda has not married, and as such has no heir, something her advisers are greatly anxious about in her growing age. However, Zelda knows that when she eventually passes, those she leaves behind will maintain the kingdom adequately in her wake, and that when the time comes, the Triforce of Wisdom will choose another, one who will be more truly an heir to the Hylian throne than any child could be without it.

Though Zelda rarely has time to leave either her castle or Castle Town that surrounds it, she maintains strong diplomatic relations with the other kingdoms of Hyrule and their leaders - the Gorons, Zoras and Rito. Her magic also allows her to communicate with the Queen of the Twili (though little else is possible), and she is held in high regard by the self-ruling Gerudo. Zelda is a beloved and respected Queen, and Hyrule has survived and flourished under her rule.


~​

Malon, First Maiden of HyruleMalon is the daughter of Talon, a skilled, and now-retired, rancher, who founded Lon-Lon Ranch and tended to it, passing it on to Malon once he realized he was unfit to run it any longer. She is now the sole proprietor, and, having renamed it Epona Ranch, Malon has allowed the ranch to flourish into the biggest in Hyrule, known for its fast, proud horses, and delicious and rejuvenating Lon-Lon Milk.

Malon is married to Link. The two met as children, and after Ganondorf threw Link through time, Malon was the only friend he had in the strange new world. Link had run to the ranch to find it under the rule of Ingo by decree of Ganondorf, but he won it back for Talon, who realized he could no longer keep it, and retired, handing the ranch to Malon.

While being the First Maiden of Hyrule, married to the First Knight of Hyrule, affords Malon many privileges and bounties, she remains down-to-earth and often scorns her castle dormitories for the nostalgic comfort and honest work of the Ranch. She remains level-headed, and sometimes advises both Link and Zelda.


~

Navi, the Great Queen of the FairiesNavi the fairy was and is one of Link's closest allies and his most trusted friend. They met when the rise of Ganondorf from the Gerudo Desert was foreseen by the Great Deku Tree, and she was instructed to seek him out, acting as a companion to aid Link in his quest to defeat Ganondorf. Although initially frustrated to be bound to this duty, and little-believing that the child Link could accomplish what had been asked of them, she soon saw Link's courage, and they became firm allies, forming an inseparable bond.

Shortly after Ganondorf's defeat, Navi was forced to leave Link's side; her valiance had strengthened her magical power, and she was called back to the Fairy Fountain she was once born in to ascend and become a Great Fairy. She resided in this Fairy Fountain for some time, caring for newly-born fairies, but remained in contact with Link and Zelda, and eventually aided them to bind the demon Majora.

After this great act, Navi's power grew even further. Her part in the defeat of the foul blight of Majora was favoured by the Goddesses, and in their wisdom, they deemed Navi worthy of rule - and Navi ascended once more, taking the place of Queen of the Fairies, receiving the power and knowledge she required. Though she still helps Link where she can, Navi is now often busy with Fairy business, and her new knowledge often causes an almost alien perspective of Hyrule's woes.

~

Darbus, The Goron ChiefDarbus is chief and leader of the Gorons, their ruler and a fair and strong guardian of their home of Goronia City. Along with the Goron Elders, Gors Coron, Amoto, Liggs, and Ebizo, he keeps order among the Gorons and decides what is best for his people and their way of life. He took his title with unease, as he was thrust into the role unprepared after Darunia's ascension- however, Darbus has since proved his worth and ability as Chief.

During the Twili invasion of Hyrule, Zant cast a foul curse upon Darbus in order to remove the opposition of the Goron. Darbus was transformed into a fiery monster, rampaging throughout the mine until he was contained in a chamber deep within the mountain. With Gor Coron stepping up as proxy patriarch in Darbus' absence, the Goron people closed the doors of Goronia City as they attempted to find a way to dispel the curse. Soon after, Link traveled to the City seeking allies, and was told that curing Darbus would earn Hyrule the aid of the Gorons. With the Master Sword, as well as Navi's magic, Link broke Darbus' curse, saving him and earning the might of the Gorons to fight for Hyrule.

~

Rutela, Queen of the ZoraThe Queen of the Zora, who became their most eminent member of the Zora Royalty after her husband, King Zora XVI, passed away. She has born two children - Princess Ruto of the Zora, who ascended to become the Sage of Water, and Prince Ralis of the Zora, her heir.

While grieving for her lost husband, and missing her daughter dearly, Rutela was a proud queen and a loving mother to her remaining son, commanding the respect of her people for her wise rule and level-headedness in the face of near-overwhelming loss. However, her rule was not to last: while she survived Ganondorf's plot to seize the Triforce, and the seven dark years of his rule, and then the torments that the demon Majora suffered upon Hyrule, she was sadly executed by Zant during his invasion of Hyrule as an example to the Zora people not to oppose him or his dark forces.

Her grave lies in Zora Fountain, next to her husbands, and both are regularly attended to by Prince Ralis, new ruler of the Zora. Her spirit watches over her son and the Zora people she is lost to, and she often appears to Prince Ralis in dreams to comfort him and help him guide the Zora people. She is happy now, reunited with her husband, able to once again talk with her daughter, and still present for her son.

~

Ralis, Prince of the ZoraThe Prince of the Zora, son of Queen Rutela and King Zora XVI, and sister of Princess Ruto, Sage of Water. Prince Ralis currently stands as ruling monarch of Zora's Domain and the ruling people after the passing of his father and his mother's execution at Zant's hand - however, as Ralis has not yet come of age to have had his proper coronation and be crowned, he remains Prince, with his mother appearing in dreams to aid and comfort him, and his sister often imparting wise advice.

A strong swimmer with an adventurous soul, Ralis spends a lot of time in the waters of Zora's Fountain and the more eastern portions of Zora's River. Much of his time is spent at the grave of his mother, paying respects and seeking wisdom from her departed spirit. He has a deep friend in Link, who helped him find the courage to step up to the throne after his mother's death, even through his grief at his lost family.

Ralis plans an excursion to find Jabun, the Zora people's patron deity and Guardian of the Sea, to seek the courage he needs to lead his people after the loss of his family, as well as to visit the Water Temple that his sister watches over that has been nearly forgotten by the Zora; but for now, he lacks the heart to depart his kingdom, and his home, for too long.

~

Akati, Chieftain of the RitoThe Chieftain of the Rito, acting as the tribe's leader, and also father to Komali, Prince of the Rito, and Medli, Attendant of the Rito. A gifted and adored leader, the Rito people of Snowpeak Mountain respect him greatly, and his word is adhered to without question or doubt. Due to the duties of his position, he is demanding of his people and strict with his family - but he is a loving father, and like any parents, worries about his children. Akati is often accompanied by his lone bodyguard, Skett, a powerful and experienced Rito Warrior.

Many years ago, Akati took the pilgrimage to the Wind Temple, like many Rito; there, he was further gifted with the rare honour of an audience with Valoo, the Rito's patron deity, and Guardian of the Sky. At the time, the Rito tribe was without a leader, the Demon Majora having slain the previous Chieftain. Valoo saw the valiance in Akati's heart, and in his wisdom, granted Akati one of his scales, and named his line as the next leaders of the Rito.

Akati returned to Snowpeak as Chieftain and has since gone on to prove himself as a worthy leader of the Rito people.

~

Komali, Prince of the RitoThe Prince of the Rito as named by Valoo, Guardian of the Sky, son of Akati, Rito Chieftain, and younger brother of Medli, named Attendant of the Rito. He holds Din's Pearl, an ancient gem of soothing beauty, gifted to him by his grandmother before her passing. While Komali wanders the halls of the Rito home, he rarely ventures outside of Snowpeak.

Shy and having little confidence in himself, Komali finds him unprepared for the position suddenly out upon him by Valoo's action. His grandmother was a great source of comfort and courage to him in her life, and with her gone, Komali often finds the world overwhelming, relying now on Din's Peal and his sister's spirit to guide him through difficult times. His father is often busy with the duties of his leadership, and strict with his children, hoping that Komali will one day take the pilgrimage to the Wind Temple much like he did.

Link's heroism inspires Komali a great deal, and he aspires a great deal to be more like the great First Knight of Hyrule so that he may come to aquire the courage and self-confidence necessary to rule the Rito in his father's stead when the time comes.

~

Medli, Attendant of the RitoThe Attendant to the Mighty Valoo and the Wind Temple, as named by Valoo, Guardian of the Sky, also the daughter of Akati, Rito Chieftain, and elder sister of Komali, Rito Prince. After receiving her title from Valoo upon her father's return from his pilgrimage, she trains for her role as Attendant of the Rito, which requires the keeping of the Wind Temple, and the tending to of Valoo, patron deity of the Rito - the main duty of which is harnessing a harp to play the ancient melody that prays to keep the power to repel evil within the Master Sword. Though young and still unable to truly understand the ancient language of Valoo, she is shaping up to be an admirable and well-chosen Attendant.

Medli is respected among her race and her home, known to be kind-hearted, compassionate, and responsible, taking on her duties with solemn sincerity, but still lending and ear to those who need it - most often, comforting her younger brother and offering him strength and courage. She hopes her brother will mature and become more self-confident soon, as the time is approaching where her position as Attendant will call her away from Snowpeak - but until then, she lends what aid she can, even if she is often over-stretching herself.

~

Midna, Queen of the TwiliDescendant of an ancient tribe banished to the Twilight Realm, Midna is the current heir in the long line of Twili royalty, and the Queen of the Twili. Recently, she was usurped from her throne by Zant, another member of the Twili tribe, and banished to Hyrule with a foul curse upon her. She used what strength she had to warn Zelda of Zant's coming invasion, and then lapsed into a coma, only awakened when Link defeated Zant and the curse was lifted.

Midna is beloved among her people, and a caring ruler, but troubles herself little with the affairs of Hyrule and the Light Realm; she sees fretting over a world lost to her people, that originally cast out her people, as wasted energy that is better spent serving the needs of the Twili. However, she remains in contact with Link and Zelda, a powerful sense of respect having been forged between the three, using two secret pieces of the Twilight Mirror and powerful magic.

To those she likes, Midna is often wry and playful, although she retains the enigmatic aura natural to the Twili people; however, she holds potent disdain for those with a lust for power, such as Zant or Ganondorf, as it was that twisted desire that originally doomed her people.

~

Zant, the Usurper King of the TwiliA manic and unhinged member of the Twili race, Zant is elder brother to Midna, Queen of the Twili, and by bloodline, rightful owner of the throne to the Twilight Realm - however, his madness was recognised as the time for a new ruler drew near, and Zant was deemed of unsound mind and unfit to rule; his pace as heir was skipped over, and the crown went to Midna. This, combined with Zant's animosity toward his race being trapped in the Twilight Realm like 'insects in a cage', sent Zant in a mad fury, desperate to reclaim his rightful seat of power and lead his people out of their home. To this end, he sought the Fused Shadow, an ancient and powerful relic of the Twili people that would grant twisted power to those that held it.

Zant seized the Fused Shadow, and with it, cursed his sister and the Twili, banishing Midna to Hyrule, and then leading his new army of 'Shadow Beasts' in an invasion of Hyrule to take back a rightful place in the World of Light; a noble goal, but Zant's mind and the twisted power of the Fused Shadow pushed him to pursue ignoble methods. Many died in his invasion, but eventually he was defeated, his curses lifted and the Twili once again sent home - this time permanently, the Twilight Mirror shattered completely.

Zant now resides imprisoned in the Twilight Palace, powerless without the Fused Shadow. Midna visits him often, but is met with only cold silence and a passive, distant glare.

~

Rauru, the Sage of LightAn ancient Hylian royal, Rauru oversaw the construction of the Temple of Time just outside the grounds of Hyrule Castle, and created the three Spiritual Stones as well as the Hylian artifact, the Ocarina of Time, that would act as the four keys to the Door of Time and seal the entrance to the Temple of Light, a holy place found deep in the exact center of the Sacred Realm that contained the Triforce, the Golden Relic of the Three Goddesses.

When Rauru's time to pass came, he ascended, becoming the Sage of Light to watch over his Temple and guard the relic it contained for many years to come. He watched over Hyrule as well, sending forth an aspect of his spirit as a great Owl known as Kaepora Gaebora to visit the earthly plane.

When the time of Link and Zelda's struggles against Ganondorf came, Rauru guided Link as a child through Kaepora Gaebora, aiding him to attain the keys to the Door of Time and take the Master Sword. Rauru helped seal Ganon, lending his magic to Link's aid.

~

Darunia, the Sage of FireAn old and honourable Goron, the previous Chieftain of Goronia, and now ascended to the Sage of Fire. His spirit watches over his old tribe and protects what remains the Fire Temple deep within the Goronia Mines. He was, and still is, Sworn Brother to Link and the King of Hyrule, Zelda's father, a deeply serious oath of loyalty to the Goron people. Darunia's son still lives, but is not Chieftain, having refused the position and delegating to Darbus, and he has since left Goronia.

When he refused Ganondorf the Goron's Ruby, Ganondorf blocked off their main source of food with a terrible monster. With his people slowly starving, Darunia was eventually aided by Link, who slew the monster; Darunia gave Link the Spiritual Stone in thanks, declaring Link his Sworn Brother at the same time. Sadly, when Ganondorf came to power, Darunia's defiance had not been forgotten; as an example to the rest of Hyrule, Ganondorf ressurected an ancient and malevolent dragon, Volvagia, and fed several Gorons to it - when Darunia tried to intervene, he was slain, his spirit ascending to be Sage of Fire after Link returned and killed the dragon, cleansing the Fire Temple.

Darunia now watches over both Goronia City and the Fire Temple. Darunia helped seal Ganon, lending his magic to Link's aid.

~

Ruto, the Sage of WaterDaughter of the late Queen Rutela and King Zora XVI, elder sister to Prince Ralis, Princess of the Ruto, and long since ascended to Sage of Water. From a young age, Princess Ruto was a strong swimmer and often visited Jabun, patron deity of the Zora, maintaining a close relationship with the leviathan - and she remains one of the few Zora who can say they have had the honour of sharing the waters with the Guardian of the Sea.

When Ganondorf seized the Triforce, he cursed the Water Temple with a horrifying monster, and froze Zora's Domain, turning the water into ice and sealing the Zora people. Ruto, however, managed to escape this fate, and rushed to the Water Temple to try and defeat the creature lurking there and rid her people of the curse. Sadly, the monster slew her, but Ruto's spirit ascended to become the Sage of Water, her new power flourishing when Link chased after her and struck down the monster in vengeance, thereby cleansing the Temple, and freeing the Zora from the ice prison that had been forged for them.

Ruto now watches over both Zora's Domain and the Water Temple. Ruto helped seal Ganon, lending her magic to Link's aid.


~

Saria, the Sage of the ForestA kind-hearted and well-liked Kokiri girl, close childhood friend and confidant of Link, and now Sage of the Forest. More in tune with the forest than any other Kokiri, and in possession of a particularly musical soul, Saria often traveled through the Lost Woods to the Sacred Forest Meadow that lay before the Forest Temple to practice her Ocarina, and to listen to the whispering of the spirits of the forest, even attending to the creeping plant-life that threatened to overgrow the Forest Temple, although she never delved inside.

When the Great Deku Tree called Link and imparted the quest against Ganon upon him, Saria was first to see him off, and first to congratulate him on his fairy companion. Saria passed her ocarina onto Link as a token of remembrance, and taught him her melody, a joyful, lively song that inspired happiness in those that heard it.

When Ganondorf's seven-year rule came, he cursed the Forest Temple with foul creatures and a phantom aspect of himself. Saria was abducted into the cursed place when she returned to the Sacred Forest Meadow, and the foul magics within withered her life away. When Link cleansed the Temple, her spirit ascended to become Sage of the Forest. She now watches over Kokiri Village and the Forest Temple. Saria helped seal Ganon, lending her magic to Link's aid.


~

Impa, the Sage of ShadowA noble and well-trained Shiekah Warrior who personally pledged her service to the Royal Family, and is now Sage of Shadow. Born in Windfall Village like all members of the Shiekah Tribe, Impa was chosen at a young age, and quickly sent to the Watchtower of Steel to begin her regimen. She was a strong and promising trainee, and earned her title soon enough, immediately setting off for Hyrule Castle.

When she arrived, she requested a personal audience with the King and Queen of Hyrule. Curious, the rulers allowed it, and Impa knelt, pledging her service as a guardian of the Hyrule Royal Family to them personally. They asked her why, and Impa merely gestured to the Queen's womb. Impa had used an ancient Sheikah artifact, the Lens of Truth, while at the Watchtower - and discovered that the Queen was pregnant. Impa explained that she had come to swear an oath to the unborn Princess, to protect her until she died. The King and Queen accepted, and Impa was taken on as the Royal Handmaiden.

Impa's service came to an end at the beginning of Ganondorf's dark rule. When Ganondorf came for the Princess and the Ocarina of Time she held, Impa stood before him to defend Zelda - and after a long battle, she was struck down, her spirit ascending to become the Sage of Shadow. She now watches over Zelda and the Shadow Temple. Impa helped seal Ganon, lending her magic to Link's aid.


~

Nabooru, the Sage of SpiritA proud Gerudo, once Queen, but deposed by Ganondorf, the self-proclaimed King of Thieves. She saw through his web of lies, and sought out an ancient treasure deep within the Spirit Temple to topple the false king. To this end, she left Gerudo Valley and headed north - and was never seen by the Gerudo again.

Witches had followed her. Koume and Kotake, twin sorceresses that had discovered Ganondorf when he was still but a boy, cast out into the desert. They had gleaned a tiny glimpse of his destiny - and had saved him. When Nabooru arrived at the Spirit Temple, they sprung their trap, first ensnaring her and trying to brainwash her to serve as a follower of Ganondorf - but when she resisted, they discarded her, remaining in the temple to prevent it from being used against Ganondorf.

When Link heard of the power within the temple that could be used against Ganondorf, he journeyed through the desert to find it. He discovered the temple in ruins, Koume and Kotake still holding their curse, empowering Ganondorf. Link fought mightily, slaying the witches and breaking the curse, freeing Nabooru's spirit and allowing her to ascend to become the Sage of Spirit. She now watches over Gerudo Valley and the Spirit Temple. Nabooru helped seal Ganon, lending her magic to Link's aid.


~

Ganondorf, the King of ThievesProudly comprised only of women, the Gerudo Tribe send their males out into the harsh desert when they come of age. Very rarely does the desert send something back.

Ganondorf's power was clear from early on, and he was cast into the desert sooner than any other Gerudo male - but he journeyed through and came back, stronger than ever, seizing unquestioned rule over the Gerudo. But this was not enough for Ganondorf; he desired the throne of Hyrule, and the Triforce it guarded.

Ganondorf, through deceit and plots, managed to seize one shard of the Triforce, the relic splitting itself at his touch - the Triforce of Power. With it, he conquered Hyrule, and began seven dark years. Fortunately, the holders of the other two shards - the Hero Link and Princess Zelda - were able to defeat Ganondorf.

T H E L A N D O F H Y R U L E:


HYRULE FIELD:Hyrule CastleThe ancestral home of the Hylian Royal Family, located in the center of Hyrule Castle Town and guarded by the Hylian Royal Army. It is the Queen's seat of power, and often host to diplomats and leaders alike from other races and provinces, quiet discussion carried out peacefully and guided by Zelda's wise hand. The castle's architecture is a point of pride of the people of Hyrule, and many come to see its gilded spires and elaborate marble halls.

Hyrule Castle Town:A bustling town that surround Hyrule Castle, and the economical and cultural capital of Hyrule. Surrounded by a moat, it is accessible only by one of two drawbridges and only while the sun in in the sky. Filled with markets, shops, houses, and always crowded during the day, Castle Town is a commercial hub, with buyers and sellers from every corner of Hyrule.

Epona Ranch:A cattle and horse ranch, previously known as Lon-Lon Ranch, now owned by Malon, Link's wife. While not the only ranch in Hyrule, it is certainly the most well-known and most successful, hiring out horses, carriages, and other means of transport, while also making a tidy profit on the ranch's famously delicious - and rejuvenating - Lon Lon Milk.

Rauru:​A riverside village named after the Sage of Light, an old Hylian Adviser, for his valient deeds. It's home mostly to Hylians, but due to its riverside location and proximity to Zora's Domain, there are Zora that have made their nest here as well.

Mido:A small hylian village directly south of Hyrule Castle, named after the poor Kokiri Child chosen by the Demon Majora to act as its host, and who fought against the Demon's hold until it discarded him. It's a friendly town, and a popular mid-way rest point for those travelling from Castle Town or Goronia to Lake Hylia.

Saria:A town nestled against a small cluster of hills, cliffs, and low mountains, named after the Sage of the Forest, a young and virtuous Kokiri girl. There's a small mining operation running out of the town, but nothing on the scale of Goronia's production.

Ruto:A cliffside village named after the Sage of Water, and old Zora princess. It's location beside the main road between Gerudo Valley, Lake Hylia, and Windfall Village afford it fair traffic, but it is otherwise unremarkable.

GORONIA:Kakariko Village:A large village located at the foot of Death Mountain, Kakariko was founded by Sheikah, and hides the secret entrance to the Shadow Temple within its graveyard. Its windmill is the largest in Hyrule, and draws from deep beneath the ground through the town's well to supply the village with water.

Death Mountain:A huge mountain range that makes up most of Goronia Province, and the peak of which is Hyrule's highest geographical point. A constant black ring of clouds surrounds the top of the Death Mountain volcano proper as it spews heat and ash into the air. Goronia City, the main home of the Gorons, has been carved deep into its side.

Goronia City:The capital city of the Gorons, and a cavernous labyrinth that holds the majority of their race. Despite being carved deep into the side of Death Mountain, and only reached by a long trek up Death Mountain Trail, Goronia City is, much like its inhabitants, friendly to outsiders and welcoming of visitors.

Goron Mines:An extensive series of tunnels and shafts carved, dug, and eaten into the depths of the Death Mountain range, the entrance to which can be found within Goronia City. The Gorons use these mines for food, gems, valuable minerals, and to siphon the heat that emanates from deep within Death Mountain.

Fire Temple:Built long ago by ancient Gorons as a place to worship the Spirits of Fire and the Four Giants, the Fire Temple has since been integrated with the Goron Mines. While the temple is not forbidden to other races, the lethal heat of the core of Death Mountain prevents nearly any non-Goron from exploring its sacred halls. Darunia, the Sage of Fire, watches over this place.

Shadow Temple:An ancient temple built by the Sheikah for reasons unknown - although theorized to be an early training grounds for the warriors of the tribe - the Shadow Temple soon came to be used as a place that absorbed and concentrated the negative aspects of Hyrule and kept it at bay in order to keep the peace of the land. It has been long decades since the temple has been put to use in this way, though the aura of these dark feelings still remains - and the temple is mostly avoided as a result. Impa, the Sage of Shadow, watches over this place.

Darunia:​A small town nestled on the borders of Goronia, named after the Sage of Fire, a previous Goron Chief, for his noble actions. It is mostly populated by Gorons and Hylians, but is also a popular resting place for Rito pilgrims heading to the Wind Temple due to its midway location.

Windfall Village:​Nestled in a deep valley and guarding the only passageway through the mountains to the Wind Temple, Windfall Village is home to the Sheikah Tribe, and is populated almost singularly by them - were it not for the constant presence of Rito pilgrims passing through.

Wind Temple:A temple built by the Sheikah and Rito to worship the Spirits of Wind and shelter Valoo, Guardian of the Sky. Long ago, this temple was also used as a site for sages to pray for the power against evil to remain within the Master Sword, in conjunction with the Earth Temple. Many Rito take a pilgrimage to this holy place to pay fealty to their deity, Valoo, and hope to receive a scale from him. Valoo, Guardian of the Sky, watches over this place.

LAKE HYLIAOutset Village:A small, lake-side village that houses a modest but friendly population of Hylians. Despite its small size, it is the closest settlement to both the Water Temple and the Earth Temple, and as such hosts a wide variety of races from all corners of Hyrule that come to rest on journeys to either of the temples. Most of the residents are capable sailors, due to the lake-coast road being long, winding, and un-kept, causing most people to take boats across Lake Hylia to reach the town - most of the town's money comes from a ferry system.

Water Temple:An underwater temple at the deepest point of Lake Hylia, built long ago by the Zora as a place to pay fealty to the Spirits of Water and Jabun, Guardian of the Sea. Due to the temple's underwater location, few outside of the Zora bother to gather what is necessary to enter - which includes permission from the Zora Queen. Ruto, the Sage of Water, watches over this place.

Earth Temple:An old temple built by the Rito and the Zora to worship the Spirits of the Earth, and a sacred site wherein sages prayed for the power against evil to remain within the Master Sword, in conjunction with the Wind Temple. It has since fallen into disuse and subsequently disrepair, and is rarely visited by either of the races that originally built it.

Flood Temple:A temple built over the river by the Gerudo, used as a source of water and to monitor the river's water levels. In times of drought, it has been used as a place to pray to the Goddesses for rain, and a place to divert the river in times of flood.

Watchtower of Steel:A large, circular tower constructed of stone and metal, hidden in a valley north of Lake Hylia. It is used exclusively for the training of Sheikah Tribe members who have been chosen to become Sheikah Warriors, ninja-like masters of combat and espionage, and sworn protectors of the Royal Family of Hyrule. It is said that when a Sheikah Warrior nears the completion of their training, they are taken to the top of the tower, where an ancient Sheikah relic judges their innermost heart - and that a Sheikah that has evil lurking within them is immediately executed.

Nabooru:A dusty town close to the river, built and carved into the stone of the valley it resides in, and named after the Sage of Spirit, a strong and righteous woman who once led the Gerudo Tribe.

GERUDO DESERT:Mother & Child Peaks:Two massive stone pillars that rise up from beneath the sand in the Gerudo Desert, one slightly larger than the other. Despite the oddness of their presence, they look naturally-formed, being huge, rough chunks of rock erupting from the ground - whether they are remnants of an ancient civilization, however, has often been an entertaining source of chatter among the people of Hyrule.

Arbiter's Ground:An ancient and crumbling fortress, once built by the Gerudo as a prison, now the site of the once-again shattered Twilight Mirror. The Arbiter's Grounds are awe-inspiring, and echo with the ghosts of a dark, untold history.

Haunted Wasteland:A rarely-visited northern portion of the Gerudo Desert, it is said that tormented spirits gather in this place, haunting and stealing the life of any individual foolish enough to trek through these desecrated sands.

Forsaken Pyramid:A dark, formidable stone pyramid constructed long ago by some ancient tribe, now surrounded by the Haunted Wasteland. It's believed that the pyramid was cursed with a dark and terrible magic when the builders, an ancient desert tribe that predated many of Hyrule's residents, were wiped out in a horrific sandstorm, causing the troubled sands that surround it. Little is known about the Forsaken Pyramid and its surrounding area, but much is speculated.

Spirit Temple:An ancient temple built long ago by the Gerudo of generations past, used as a place of worship for a long-forgotten deity, and used as a place of prayer for mercy from the harsh desert. Since then, the path to its grounds has been forgotten by all but a few, and it has not been tended to in many decades. Nabooru, the Sage of Spirit, watches over this place.

Gerudo Valley:The home of the Gerudo Tribe, found in the southern portion of the Gerudo Desert, west of Hyrule Castle and north of Lake Hylia. The Gerudo have built themselves a society in this great grotto of sand, and Gerudo Fortress, a massive stone complex built for the training of young Gerudo female tribe members, stands strong and proud as their capital.

KOKIRI FOREST:Kokiri Village:The home of the Kokiri Race, and the home village of Link, the First Knight and Hero of Hyrule. Watched over by the Great Deku Tree, Guardian of the Forest, the village is populated by the child-race of Kokiri, who entertain themselves daily with the whimsy only children can capture, and are protected by their fairy companions and the Great Deku Tree. Only the Kokiri know the safe path through the Lost Woods, and it is notoriously difficult to secure reliable escort.

Deku Palace:The home of the Deku Royals, found far beyond Kokiri Village, deep within the forest. Due to the Deku people's natural distrust of Hyrule's non-forest races, only Deku and chosen Kokiri are allowed to enter the Palace or walk its grounds, while all others are explicitly forbidden, the gates guarded at all times.

Lost Woods:A thick, mysterious region of the Kokiri Forest, the Lost Woods is a maze of trees home to many creatures and beasts, and hiding the only path to the Forest Temple, a path only known by the Kokiri. It is said that anyone who enters the Lost Woods without a fairy or a Kokiri guide will become lost and transform - children into Skull Kids, and adults into Stalfos.

Forest Temple:A temple built by a forgotten people deep within the Lost Woods in the Kokiri Forest, used to worship the spirits of the Forest. Fallen into disuse, it is rarely visited by the Kokiri due to its distance from the Great Deku Tree, and it has long since overgrown with vines and plant-life. Saria, the Sage of the Forest, watches over this place.

ZORA'S DOMAIN:Zora's Domain:Home of the Zora, their domain is a watery cave system that has been carved out for use, and a society built inside. The main entrance lies behind the Sleepless Waterfall, an outpouring of water from Zora's Fountain that sources Zora River, and is often closed to many, the Zora too proud and too private to open their doors to travellers of all kinds - however, free passage is always granted to those that play or sing the traditional melody of the Hylian Royal Family. Zora's Doman is ruled by the Queen Rutella of the Zora, and after her, her son Ralis, Prince of the Zora.

Zora's Fountain:A large fresh-water spring lying behind the Zora throne room, accessed only through Zora's Domain. The water of the Fountain flows through Zora's Domain and down the Sleepless Waterfall, sourcing the Zora River and other small streams, eventually connecting to Lake Hylia, the largest body of water in Hyrule.

Snowpeak Mountain:A huge, frozen mountain northeast of Death Mountain, Snowpeak is home to the Rito, who withstand the heights by their bird-like nature, and the cold by their thick plumage, and also the solitary Yeti race. The path to the peak is long and winding, featuring cliffs and caves alike, and few dare to attempt the hike for fear of their lives - as such, the Rito home is a private, secluded place, and were it not for the Rito's natural wanderlust and frequent pilgrimages, Hyrule would barely know of them.
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W H I P L A S H

CHESTER ARGYLE // JULY, 1998 (19) // GADGETEER
COLLECTED // FRIENDLY // LEVEL // RESERVED // GOOD-HEARTED

▼ B I O G R A P H Y:

Born and raised in Texas, his mother left his father for reasons Chester never came to understand, and his father provided for them both with a small cattle business. Chester spent his childhood and adolescent years as his father's ranch-hand, learning how to rear cattle, ride horses, crack whips, and sling lassos. His time with the herds taught him to be aware of what surrounded him, lest he caught in a sudden stampede under panicked bovine; his time breaking in young horses taught him sharp reflexes, lest he misjudge a particularly irkful stallion and find himself on the wrong end of a back-hoof. His father taught him how to fight those that would steal from their land, but also how to reason with the desperate and thirsty. Chester grew up strong and noble, with compassion for man and animal alike - but he always missed his mother.

When Chester turned 18, his father revealed to him an ongoing correspondence with his absent mother; several states away, in the city of Gotham. Chester was on a plane a week later.

He found his mother, and she was just as surprised to see him as he was to see her; she was run-down, under-the-thumb, a country-gal who'd come to the big city with stars in her eyes and been quickly taken advantage of. She suffered addiction, depression, panic disorder, trapped in a spiral of self-abuse and emotional turmoil. A week after she had met with Chester, learning of the son and father she had left behind, her mind broke under the weight of everything she had thrown away in youthful, arrogant naivety, and she took her own life, her body discovered by the son that could have been her redemption. Chester drowned in his sorrow and rage, turning to the streets to find those that had mulched a young, hopeful girl into more gray meat for their corruption.

They found him first, and had it not been for Gotham's own dark saviour, Chester would have reunited with his mother the same night she had left him. Batman rescued Chester, and saw in him a familiar anger. With nowhere or no one else to go to, Chester was put under the training of Batman - and the rest, as they say, is history.

▼ A T T R I B U T E S:

//ABILITIES & SKILLS
◼ TEXTAKINESIS | Due to his background and the skills taught to him in his young life, Chester has been supplied with large pieces and strips of an advanced, current-rigged fabric by Bruce Wayne, AKA The Batman, that are wired up to transmitters and receivers along extended gauntlets. These gauntlets respond to Chester's muscle movements and twitches, activating electrical signals along the fabric that allows him to use them as extended whips, snares, and semi-prehensile limbs.

◼ PHYSICAL TRAINING | Due to his childhood and adolescence on his father's ranch, rolling straight into intensive training with Batman and the Justice League, Chester has a respectable set of physical capabilities - nothing enhanced or super-human, but certainly above the average 19 year old when it comes to stamina, strength, and agility.

//WEAKNESSES
◼ HOMO SAPIEN | While Chester is trained well - with and without his equipment - without his gauntlets he has no abilities, and instead has to rely on fight or flight. Given most of the Justice League's foes, flight is usually the only realistic option.

◼ LIMITED DEFENSE | Chester's gauntlets also don't offer him in the way of defensive capabilities, as fabric - supplied by Batman or not - is not often bulletproof, and the League's enemies are usually hitting harder than bullets. Instead, Chester must rely on his well-trained reflexes and spatial awareness to evade and debilitate his enemies before they have the chance to put him down for good.

▼ E V O L U T I O N:

Chester comes to the League under the tutelage and sponsorship of Batman, a man who has seen in him a well-intentioned desire to do good despite lacking the extraordinary qualities of many of his teammates. As a result, Chester can be intimidated by the relative power-skew of the Justice League, and how, on the lower-end of the scale, his contributions and membership may not be as important or necessary as others. He's also very new to the League, and as a naturally reserved person anyway, finds himself rather taken aback among a large team of supernaturals and meta-humans. As he trains with the League, I'd like Chester to form some real bonds with other team members and open himself up, and learn more about what he and his gauntlets are capable of, as well as developing supporting secondary abilities, training, or tech, that will widen his move-set and what he's capable of out in the field.

▼ C H A R A C T E R N O T E S:

◼ HORSE-RIDING | Chester enjoys open-plain horse-riding as his ultimate method of centering himself, however difficult such an activity may be in the thriving hub of Metropolis.

◼ KEEPSAKE | Owns and often wears an authentic Stetson passed down to him by his father, which keeps him reminded of his roots. It fits him well, but does make him stick out as a Ranch-boy in the big-city somewhat.

▼ S A M P L E P O S T:


Floorboards groaned underfoot as the stairwell took Chester's weight one step at a time. Four stories of cramped, cheap apartments marketed as 'charactered and cozy' when they really meant 'falling apart and too small for comfort'. These were the faux-slums, the pseudo-ghetto; bulk-bought nearly-rooms not much better than hovels, rented on at 300% profit to those whose income was 'taxed' by the same people they used it to pay rent to. Such was Gotham; double-traps and snared funnels. Chester thought of this kind of housing as the urban equivalent of the bogs that lay on the outskirts of the city, a sickening, muddy sinkhole that pulled you in faster the more you tried to claw out. His mother was one of those lost travellers, drowned in the stench of the quagmire. Such was Gotham City, and the viscous tar that clung to its underbelly.

He reached the top of the stairs and paused, weight poised on one leg as he rolled his wrists, warming up the electrical receptors in his gauntlets and the great lengths of fabric wrapped around his arms, like he got caught short halfway through a modern-day embalming. There was no noise save the sound of the house settling back into itself and the muffled hum of an engine passing by in the street outside; headlights flashed through a window at the end of the communal hallway and Chester ducked low, lest his shadow be cast where it needn't. He creeped forward, pushing himself against the wall as he kept his ears pricked - and then, as he approached the third apartment along, he heard what he had been waiting to hear: low, hushed whispers, and the fumbling of large objects. Something was set down, and to Chester it sounded like a lid was cracked open - and then there was the distinct metallic clinking of guns being assembled and racked. Okay, thought Chester, we're skipping introductions, obviously.

The door gave out an almighty wrenching sound as the old, brittle hinges and wood panels splintered and gave way beneath Chester's boot, slamming inwards and shocking the men inside into panicked shouts as they sprung up from their various, but all seated, positions. Rookie error, was the only thought that rushed into Chester's mind, though it came in Bruce's gruff, unimpressed monotone rather than his own internal dialogue; Chester could only amusedly imagine what thoughts came into his opponents mind as he lashed his arms ferociously, the fabric unraveling perfectly as a length of each arm whipped through the air to snare the wrists on the gun-hands of two of the three men - a sharp pull and they both tumbled, weapons clattering uselessly to the ground as Chester loosed their arms and lashed again to whip the cheek of the third man, who shouted in pain and dropped his weapon to clutch his now-split face in pain. Chester rushed forward and brought up his leg into the nose of the closest man, hearing and feeling the crunch of the shattered cartilage and cracked forehead through his kneecap, and then swivelling and snaring the leg of the other who had begun to scramble for his fallen gun; a yank and he tipped forward, landing badly on his shoulder, which only made Chester's foot hurt all the more when he brought it down on the same shoulder, another sickening crack filling the room.

There was a snap and the smell of gunpowder and hot metal, and Chester felt his torso explode in electrical spasms as the third man, still clutching his bleeding cheek in one hand, had found his pistol and unloaded in the direction of their assailant; four bullets fired, three missed, but one had met its mark and Chester hit the ground hard, winded by the fall and his back in agony as lightning bursts ran up and down, his arms spasming out of control as the room and the men within it froze and slowly blinked away, pixel-by-pixel. Chester groaned, part frustration, part disappointment, mostly pain, and rolled himself over as the electrical pain simulator in his outfit ceased its punishment. He lay on his back, panting and aching, and prepared himself for his own lashing as he heard heavy boots walk across the now-empty room, an imposing shadow being cast over his prone form as his back still tingled.

"Rookie error," came Batman's gruff, harsh voice as he leveled his most common point of criticism against Chester once again. "Three opponents. Three points of initiation. Three marks to take down. Forget one, and that's the one that kills you."

Chester sat up, his arms shaky. "I thought he was out of commission long enough to take care of the other tw-" he was cut off without even a gesture from Bruce. Bruce didn't need to tell you when you needed to shut up; you just knew. The man had a presence that way.

"You were wrong, and that got you killed. Run it again. Scenario 8-C." Batman marched away, and Chester pulled himself to his feet. He had to do better.
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✶ P R O F I L E
BIRTHNAME:
Your character's full birthname.

OTHER NAMES:
Any other names your character is known by.

AGE:
Your character's age in years.

GENDER:
Your character's biological gender.

RACE:
Your character's species. Half-breeds are permitted.

BIRTHPLACE:
Your character's place of birth; specify the specific town as well as the region.

RELIGION:
Your character's religious alignment, if any.


✶ P H Y S I C A L I T Y
HEIGHT:
Your character's height in feet and inches.

WEIGHT:
Your character's weight, in pounds.

APPEARANCE:
A detailed written description of your character's appearance. You may also attach an image in addition to this if desired.

SKILLS, STRENGTHS & TALENTS:
What can your character do well? How do they fight best in combat? What skills do they possess? Detail any magical capability here.

WEAKNESSES & DRAWBACKS:
What physical, mental and emotional traits can sometimes hold your character back? What are their weaknesses in combat? What tasks do they perform poorly?


✶ B E L O N G I N G S
ATTIRE:
What does your character wear? Describe any clothes or armour they carry with them.

WEAPONS:
What weapons does your character use in combat?

TOOLS:
What tools does your character carry to aid them in performing tasks?

PERSONAL ITEMS:
Anything from mementos and souvenirs to spellbooks and magical artefacts; what does your character like to have with them?


✶ H I S T O R Y
Use this space to tell us your character's story so far, from birth to the present day. Write to your best standard, as this section will also be used to assess the quality of your work. This section should also show us what your character's personality is like, and how they became that way.


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G H O S T R I D E R

"YOUR TIME HAS COME TO AN END...AND V E N G E A N C E IS UPON YOU."


D A N I E L L E R O X A N N E K E T C H O C T O B E R 2 0 0 0 ( 17 ) F E M A L E C H A O T I C G O O D

C O N C E P T A B S T R A C T:

A younger, gender-flipped Ketch, still coming to grips with her possession, her new abilities, and just what these new circumstances mean for both her own life and the lives of the world at large. She needs help, mentoring, and companionship, but is unsure where to find it, and also has to contend with those that would hunt her down and take the Spirit of Vengeance's un-matchable power for themselves. Easily underestimated, even in her own mind, Dani needs a family, a home, and to stop unwillingly turning into a hellfire-infused skeleton with the power to level major cities.

N O T E S:

  • Dani's current allies include Zarathos, the demon possessing her and an uneasy alliance at that, and that's it. She's unsure where to find the help she needs, but she suspects SHIELD, or any well-known wielders of sorcery, would be more than capable.
  • Dani's current foes include Mephistopheles, the devil with whom she made a bargain in the first place, the agents of Mephistopheles, who seek to capture her so he may harness Ghost Rider as his enforcer, and a strange, Templar-like faction of men and women who seek to expell the demon she harbours from their world. She is on the run, and paranoid about all three, unable to trust anyone lest they be double-agents for her enemies.
  • Dani is aware that Zarathos affords her some abilities even when not transformed, but she is unsure as to what they are and how they work. So far, she is only aware of an enhanced physical durability, though not to superhuman levels.
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T H E J O K E R

"HA HA HA HA HA"


? ? ? ? ? ? ( ? ? ? ) M A L E C H A O T I C E V I L

C O N C E P T A B S T R A C T:

Round and round like a horse on a carousel...
An older Joker, fearing that Batsy has lost sight of what's truly important, and hoping to return a sense of priority to the aging vigilante.
Will I catch up to love? I can never tell.
He's feeling the years himself, and doesn't want to depart without showing Gotham who its citizens deserve, playing the final joke on everyone who thought their city - and humanity at large - were worthy of men like Bruce Wayne and Clark Kent.
I know chasing after you is like a fairytale
Joker has been laying low, watching his empire and influence spread and take root throughout Gotham through dazed, bored eyes. He's bored of 'heroes', bored of 'villains', bored of 'good' and 'evil'. Something needs to be done.

BUT I FEEL LIKE I'M GLUED ON TIGHT TO THIS CAROUSEL

N O T E S:

WHY DID YOU STEAL MY COTTON-CANDY HEART

  • Friends include BATMAN and that's the only friend I NEED and I'm the only friend he DESERVES.
  • Foes include e v e r y o n e .
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T H E B L I G H T E D K I N G D O M



P R E M I S E:

Vassidia is a plagued land.

The people are not unfamiliar with sickness; under the Garland lineage, the kingdom has already suffered and survived the Wailing Death, the Red Plague, the Ursine Pox. The cities know how to quarantine, how to detect, how to treat and experiment with cures. Vassidia is not unfamiliar with sickness; but this is not a mere sickness.

The citizens see it every day; cracked statues, eery in their accuracy of form, mottled ruby chunks bursting from cracks than run across their entire surface. They depect agony, despair, rage and resignation. In the first weeks, before word spread and knowledge grew, the rubies were stolen, chiselled, even thought to be lucky. Now, with wisdom of terrible truth, they are avoided, demolished, known to be cursed. The statues are no depiction; they are the last living moments of those victim to the Stone Blight, captured forever in petrified rock.

Across the continent, beggars and barons alike are developing blisters and boils that burst into encrusted maroon gemstones, fat and dewy rubies that begin to spread lethargy and dullness as quickly as they do a crached, hard black skin rash that grows to encase the victim as the metamorphosis continues internally. Nearly every resource the kingdom possesses is now dedicated towards a cure for the accursed blight that has seized the kingdom.

The High Lord Jocun is running out of hope, and his subjects moreso. From his seat, he has called for adventurers, mercenaries, academics, peasants, nobility - anyone willing to travel the continent in search of answers. Many have departed; few have completed their journey. Fewer still have returned.

Vassidia is a plagued land. How will you fare against the blight?


M A P O F T H E R E A L M:


VASILIUS, THE SEAT OF THE KING


Vasilius is unquestionably the kingdom's capital city, and the center of the realm for all major trade, academics, and political players. A vast and proud city, its streets and boroughs stretch forth from a focal point at the High Throne, which stands at the very center of the royal palace within the Garland Citadel. From here, High Lord Jocun presides with his wife, Queen Vesindra, his infant son, Prince Dahtun, and his many advisors, chief among them the Royal Warlock, Aborran.

Jocun is the fifth of his bloodline to rule the realm, and while many would admit him to be a strong and fair king, many others would question his conflictingly brazen and mysterious manner, some even citing arrogance and a blasé nature due to his family's long-uncontested rule.

What everyone can agree on, however, is the sheer toll that the Stone Blight is taking on the kingdom, with swathes of dead across the continent, and the psychological damage to the citizens by the unassuaged dread. Whether Jocun and those close to him are near a cure or not, no one can say - but every day that passes with the palace's silence is another day of growing unease across the kingdom at large.


EERUM, THE ARID BURG


Eerum, far south and deep within the Sychan Desert, was the first city to be discovered and assimilated into Vassidia and the kingdom of the Garland Lineage, rather than settled by Vassidian citizens proper. Originally a simply shared camping grounds and makeshift marketplace for the few aboriginal tribes of the desert, the tribal identity of the natives was worn away as trade routes and supply lines were opened, feeding barons and couriers into the desert, and allowing Eerum to become a township proper, rather than a few tents propped up around a vital spring of water.

Life in Eerum remains not without its hardships: the heat scorches the ground, making farming exceptionally difficult; trade routes bear caravans rarely, as few are capable of or willing to brave the desert, and fewer still make successful enough journeys to justify the expenditure versus the profit; water is scarce, and the single spring of freshwater that lies within Eerum's central square seems to run lower than ever. Those that 'make it' out here are barely more successful than a modest farmer in the mainland, and those than don't are beggars, dying beggars, or dead.

There is a growing unrest in Eerum - an anger in the people that surpasses anything felt in Vassidia proper. The palace has promised more frequent supply caravans, but the Stone Blight takes its toll on the kingdom, and Eerum is far from the only suffering community in need. The Sychan Desert, it seems, is set to swallow the city whole, like many before it - if the Stone Blight, or Eerum's own citizens, don't spell its downfall first.


KAFAARA, HOME OF THE PIOUS


Kafaara is the seat of power for the kingdom's dominant religion: the Barbed Church. Believers that the world, and all that inhabits it, are children of a great font of Magick, their first priests settled here long ago and built their first altar, which soon grew to a village, a town, and eventually an outright city centered around what was now a great cathedral.

For those who do not subscribe to the lessons and sermons given by the Church's many ministers, including their chief Pontiff Silvene, the First Thorn, and her Circle of Barbs, their practices can seem cultish, violent, and taboo; but for the Church's many followers, the rituals involved are a harmless, day-to-day appreciation of life and those who live it.

Kafaara is a wealthy city - no small thanks to the numerous donations made to the Church - and rich in culture, with many foreign followers of the Church making pilgrimages at least once in their life. It is a center for research against the Blight, though recently far more has been going into the city than has been coming out...


FERROS, THE IRON CITY


Ferros was first settled by a prolific blacksmith who discovered rich iron veins in the hills behind, and quickly seized the opportunity to begin a mining operation and become the early kingdom's nearly sole source of quality forged iron. Eventually the blacksmith's settlement grew and grew, and the iron was used to turn a hamlet into an armoured citadel, with great iron walls and gates and watchtowers.

The great iron city became a beacon for all ambition and enterprising individuals, many would-be entrepeneurs trying - and often failing - to begin their fateful climbs to Vassidia's capital heights. The day-to-day proceedings of the city are guided by the Iron Council, a select group of rich and powerful individuals who lend a steady hand to the city's - and through it, the kingdom's - economy.

Recently, however, a usually booming hub of commerce has closed its gates and shut its markets - and more worryingly, its mines. The Council remains stubbornly silent to envoys and messengers, and the King grows impatient...


MARISMA, HEART OF THE MARSH


Marisma was founded by a small sect of zealous druids who has exiled themselves out of disgust for what they viewed as 'hedonistic excesses of man's machinations'. They traveled deep into the far south-west of the continent and had discovered there a sprawling marsh that encompassed an entire county's worth of land. It was in the heart of this marsh that they constructed their first homes amongst the trees and the swamp, many of them fashioning living spaces from huge, naturally-formed hollows with the trees themselves.

In the present era, Marisma is a naturalist's paradise, never really moving on from its forest-worshiping roots, and its inhabitants enjoys a straight-forward, if at times meager, living; simple survival within one of Vassidia's largest natural wonders. The people are friendly, provided you respect their beliefs and rules, and understanding of those who choose a life beyond the borders of the Great Marsh - though they still spurn most modern advances in smithing, economy, and agriculture.

There are rumours of a resurgence - perhaps reappearance - of those ancient druids, and more presently of unexplained disappearances. The Marsh feels thicker and more cloying than eever, and its previously open citizens grow more paranoid about each other and more fearful of the swamp every day - though everyone still staunchly refuses to leave...


MORNFELL ON MOUNTAINSIDE


Mornfell-on-Mountainside is potentially the oldest city of Vassidia, perhaps even out-dating the capital; although such rumours are easy to spread, given its relatively recent discovery on the far side of the Eastern Border Mountain-range, and difficult to quell, given the city archivists' reluctance to share their history with 'foreigners'.

Unquestionably the most inhospitable city of the kingdom, it owes its ruthless reputation to both the brutality of its mountainous location, and the xenophobia of its people. At its core is a towering, colossal bonfire - sustained by massive quantities of fuel and closely-guarded magick - out of which the city proper spirals its streets, channeling the fire down its main causeways to be siphoned into homes and buildings to supply the people with the heat vital to their survival. Many in the city blame their misfortunes on the opening of their gates to the rest of the kingdom - blame they do not spare the Stone Blight of either.

Lately, an already icy city has grown colder still, and its gates - once open in defiance of its people - are now closed in defiance of its High Lord. Still, scouts consistently report that its fire burns hotter, larger, brighter than ever, and many are left to wonder who remains within the mountain to tend to the flames.


L U M I N A R I E S O F T H E R E A L M:


HIGH LORD JOCUN GARLAND
INFO


QUEEN VESINDRA
INFO


PRINCE DAHTUN
INFO


ROYAL WARLOCK ABORRAN
INFO


SILVENE, THE FIRST THORN
INFO


THE CIRCLE OF BARBS
INFO


THE IRON COUNCIL
INFO


H E R O E S O F T H E R E A L M:


[CENTER][h1][color=slategray][b]C H A R A C T E R[/b][/color][/h1]
[sup][color=silver]"Optional Creed"[/color][/sup]
[img]IMAGE/BANNER[/img]
[h3][sup][sup][color=slategray]B I R T H N A M E [color=slategray]♦[/color] A G E [color=slategray]♦[/color] S E X [color=slategray]♦[/color] A L I G N M E N T[/color][/sup][/sup][/h3][/CENTER]
[COLOR=slategray][INDENT][B][SUP][SUB][H3]Ω O R I G I N S:[/H3][/SUB][/SUP][/B][/INDENT]
[/COLOR][indent][indent][i][color=silver]This is the story of your character's life, their defining moments and how they made it from the womb to where they are now. You can include as much other details as you think is necessary but don't go overboard and spell everything out. Sometimes its best to show through the IC than to tell in the CS.[/color][/i][/indent][/indent]
[COLOR=slategray][INDENT][B][SUP][SUB][H3]Ω A B I L I T I E S / S K I L L S:[/H3][/SUB][/SUP][/B][/INDENT]
[/COLOR][indent][b][color=slategray]//ABILITIES:[/color][/b]
[indent][B][COLOR=silver]◼ TBD |[/COLOR][/B] [i]Test[/i][/indent]
[b][color=slategray]//SKILLS:[/color][/b]
[indent][B][COLOR=silver]◼ TBD |[/COLOR][/B] [i]Test[/i][/indent]
[b][color=slategray]//LIMITATIONS:[/color][/b]
[indent][B][COLOR=silver]◼ TBD |[/COLOR][/B] [i]Test[/i][/indent]
[b][color=slategray]//WEAKNESSES:[/color][/b]
[indent][B][COLOR=silver]◼ TBD |[/COLOR][/B] [i]Test[/i][/indent][/indent]
[COLOR=slategray][INDENT][B][SUP][SUB][H3]Ω N O T E S:[/H3][/SUB][/SUP][/B][/INDENT]
[/COLOR][indent][indent][i][color=silver]◼ Any further notes your character may require.[/color][/i][/indent][/indent]


R U L E S O F T H E R E A L M:


Rules on Character Creation:​
• Character applications should be made by posting complete sheets in the OOC for review by the GM(s). Incomplete or ‘WIP’ progress should not be posted and will be ignored.

• Applications will not be approved until the GM(s) has/have had proper time to look over the sheet and discuss any issues in the sheets with the applicants. Please keep an open mind while tweaking your character with the GM(s), and please don’t nag.

• Players are permitted only one primary character. This character can die and be replaced, but good reason must be given to the GM(s) for the action to be considered.


Rules on the Out of Character Thread:​
• Respect the Game Master. The GM’s word is final, and if a law is laid then do not argue or disregard it. Failure to adhere will result in ejection from the game and a polite request not to return.

• Respect your fellow players. Debate and constructive criticism is fine; flaming and outright nastiness is not. If you feel there are glaring issues with another player that must be addressed, contact the GM privately. Failure to adhere will result in ejection from the game and a polite request not to return.

• If a quarrel arises between players, either ask the GM to adjudicate, or take it to a private format. Do not use the OOC Thread to quibble among yourselves.

• Feel free to chat, but try not to let talk unrelated to the game run rampant.


Rules on the In Character Thread:​
• Posting at least once a week is to be expected in order to maintain a steady pace and flow. Try to post in the OOC Thread, or message the GM, if circumstances arise which make this difficult. Characters and their players that become inactive will eventually be removed from the game.

• Do not take control of another player’s character without express permission from both the player involved and the GM as to the extent of the actions. Doing so will be counted as God-Modding or Meta-Gaming, and will be considered a serious offence. Killing another character without permission will result in removal of the post, immediate ejection from the game, and a polite request not to return.

• No OOC posting in the IC Thread. That’s what the OOC Thread is for. Obviously.
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Roman Grumpy Toad, King of Dirt

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P E N N Y D R E A D F U L

P E N E L O P E B O Y L E O C T O B E R 2 0 0 1 ( 1 7 ) F E M A L E H E T E R O S E X U A L

"Go away. No, I'm not being funny. Please leave. Look, I even said please. Go. Away."

▼ A P P E A R A N C E:


"No, I didn't fall from heaven, these are Earth Pants not Space Pants, and I don't take Chem 101. This is embarrassing."
//STATS:
◼ HEIGHT | 5'2"

◼ WEIGHT| 110lbs

◼ ETHNICITY| Caucasian

◼ EYES | Dark brown

◼ HAIR | Bright orange, but dyed to be subdued

//DESCRIPTION:
Penelope is pretty; undeniably so. She matured earlier than a lot of her peers and has comfortably become an attractive woman in a few short years - but she refuses to show it off, wearing baggy, form-hiding clothes to hide her hourglass shape. She is cold and intentionally distant, physically closing herself off to those around her with a furious glare and defensive body language.

▼ B I O G R A P H Y:


"Don't give people the chance to hurt you. Nothing dreadful about protecting yourself."
To say Penelope's upbringing was conservative would be a fair estimation. Her mother struggled to conceive a child, and when they did, Penelope was a pale, sickly child, and her birth almost cost her mother her life - the family's doctors sternly advised against conceiving any more - so Penelope's parents took every precaution to cherish the only child they had; 'cherish' being a subjective term. Penelope's father was religious, and made sure his wife and daughter were penitent as well. With her mother not working, her father making a meager salary, and Penelope herself ill, or worried about becoming ill, she spent little time socialising, her parents often forcing her to take 'sick days' from school out of fear, and opting to hometeach her instead. Eventually she was pulled out of Elementary entirely in favour of her mother and father's tutelage, and she lost what few friends she had managed to acquaint herself with.

By the time Penelope aged out of elementary education, she had also aged out of positive relationships with her parents; her father was a strict, authoritarian figurehead to her rather than a dad, and her mother was a meek, unsure mouse of a woman who was more an extension of her husband's will than an individual person of free thinking and ambitions. Out of sheer frustration on her father's part, Penelope was enrolled to Mather's Memorial High just to ease the consistently-tense atmosphere of the house for eight hours a day, and thus she was forced to re-enter public education, and face her peers. They were not kind.

Already in possession of a dubious reputation for her disappearance from Elementary, and the general disdain that her parents publicly held for a lot of their neighbours, Penelope's entrance into High School was not well-received. When she started growing and maturing earlier and fuller than her peers, the jealousy and insecurity of her classmates mixed with whispered rumours and She was the victim of locker pranks, gum on her notes, snapped pens and pencils, lipstick-written warnings, hair pulled, projectile food in the cafeteria. Penelope was bullied, to put it simply, and she took this stress home with her, only worsening her relationship with her mother and father, who often grounded, isolated and berated her further. With no support network, Penelope dealt with her struggles through the only avenues left to her; a mix of volatile retaliation and a hard, structured shell. She constantly crossed between a short-fused and unpredictable hellion-child and a sullen, icy, and near-mute stone wall of a woman. Her newfound defensive mechanisms put a quick end to the more ostentatious bullying, but it earned her a new nickname that she was almost exclusively referred to by: 'Penny Dreadful'.

Penelope accepted the nickname, the snide comments, and the behind-the-back whispers gracefully, all things considered; to her, it was clear that she was not destined to be a sociable girl regardless, so public opinion of her didn't matter. She occasionally picked up attention from boys who didn't know better - which could not be helped given her attractive features - but they soon learnt, either from classmates, or from Penny herself, that she was neither worth the effort nor recipient of the advances. Penelope was terse, aloof, and stand-offish, and she was well-known among her academic year, although certainly not for the 'right' reasons. Everyone knew Penny Dreadful, and if you didn't, you'd see her coming soon enough, with a stare to freeze steel and a fierce temperament to back up her words.

Perhaps the only boon Penelope gathered from her tumultuous high school years was the ability to study un-distracted by the usual smattering of social gatherings and activities that her classmates were often partaking in. With no party invites, no mall hangouts, no summer barbecues, Penelope's free-time was used academically, and academically only. Her grades, previously suffering from the stress of her victimization, now began to soar. It was a small reward for an ultimately far greater cost - but Penelope was thankful for the rare positives she could cling to. A bright and intelligent girl, if socially stunted, Penelope looks towards leaving Mathers Memorial, and all of Crestwood, far behind her. Perhaps then she will make some true friends - if she learns to break down her walls.

▼ A B I L I T I E S / S K I L L S:


"My bite is far worse than my bark. Back off."
//ABILITIES:
◼ AUTOBIOKINESIS | Penelope possesses the ability to freely warp her own genetic makeup on-the-fly to make immediate and drastic changes to her body's physiology. She is able to turn her hand into a brutal appendage of spiked or bladed bone, split her mouth to her ears and open a mouth full of fangs, sprout new eyes, push barbs through her skin and become thorned head-to-toe, re-route her stomach acid through her saliva glands...with full mastery, she will be a warping monster of flesh and bone, adapting quickly to incoming threats and turning herself into a flurry of teeth and bone.

//SKILLS:
◼ ACADEMICAL ACHIEVEMENT | Quite simply, with nothing else to do with her time, Penelope has managed to accomplish quite the academical record, with high and consistent GPA, extra-curricular activities, and excellent coursework and exam results.

◼ STONE-WALL AND ACID TONGUE | With her history of bullying, Penelope is quite blase about any attempts to 'get her goat' as it were, able to let insults, rumours, snappy asides, and all kinds of verbal unpleasantness slide right off her back, and reply quickly in an equally vicious manner.

//LIMITATIONS:
◼ SOCIAL INABILITY | With the only friends she's ever had far, far behind her, Penelope has never had the real, proper opportunity to learn how to make and keep friends, and with her past, what she has learnt is how to manage quite the opposite effect. She's not great in a social situation, and would rather avoid it altogether.

◼ BAD REPUTATION | Everyone knows about 'Penny Dreadful', and how she earned the moniker; there are few willing or capable of interacting with Penelope for fear of damaging their own social standing.

◼ CONSERVATION OF MASS | With the laws of physics in play, Penelope cannot materialize bio-matter to manipulate - she must change or transfer what is already there. A leg can change shape or form, but she cannot sprout an extra pair out of the blue.

//WEAKNESSES:
◼ INSECURITIES | With her early-developed body a frequent target for mockery and slander in her early Mathers Memorial years, Penelope has developed a fear of her own body, believing her impressive figure freakish and undesirable. She is sensitive about her appearance, and has debilitating body-image issues that she cannot face.

◼ MONSTROUS, NOT MUSCULAR | Penelope can sprout teeth, talons, thorns, eyes, mouths - all manner of assorted horrors straight from eldritch tomes - but she cannot make herself hardier, faster, tougher than she already is. Skin and bone is only as strong as skin and bone can be, regardless of where that skin and bone may find itself. She cannot command her muscles to withstand more damage than muscle can be reasonably expected to withstand; she must rely on agility and quick wits to avoid punishment while delivering her own.

▼ N O T E S:


//SUPPORTING CAST:
▼ ALLIES
DANIEL BOYLE | Penelope's father, a terse and faithful man, with a strained relationship with his daughter. He maintains a paternal bond with Penelope, but their personal relationship is frayed and fraught with tense and heated arguments about her manner, belief, future, responsibilities...both Penelope and her father imagine it would be easier to list what they don't argue about, as opposed to what they do.

MATHILDA BOYLE | Penelope's mother, a pale, meek woman, rarely speaking and often too quiet to be heard when she does offer some words of advice. Struggling since Penelope's birth with physical weakness, and then struggling mentally with the stress of Penelope's upbringing and personal troubles, she seems firmly sequestered within her own self, walled away to an even greater degree that what her daughter has learnt to do.

▼ FRIENDS
NONE | Yet, Penelope hopes, but she isn't helping her own cause.

▼ ENEMIES
PENELOPE'S PEERS | Penelope's reputation and past haunt and cling to her to this day, and she rarely walks down a hallway these days without some verbal jab speared in her direction. Physical altercations have long since ceased, but the icy air that surrounds her is still waiting to clear.

//STOMPING GROUNDS
◼ MATHER'S MEMORIAL HIGH SCHOOL | Where Penelope spends the majority of her time, often even on weekends. She studies in class, eats alone at lunch, remains after school in any number of extra-curricular activities - ranging from elective study hall to assistant administration work - and then returns home to eat, sleep, avoid her parents, and return to Mathers Memorial the following day.
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Ultimate One Universe: Year One Application


▼ POWERS & ABILITIES:


// PEAK PHYSICAL CONDITION| Having undergone several kinds of rigorous training across his lifetime, Matthew has achieved a human body at peak physical performance, with his strength, speed, stamina, endurance, agility, and reflexes all at the absolute upper limits of human capability.


// PEAK MENTAL ABILITY | Matthew is incredibly gifted, having studied hard and achieved great academic success in his civilian life, and honed that intellect into some more practical talents for his vigilantism. Skilled in detection and problem-solving, Matthew also has a fantastic working knowledge of criminology and psychology. Furthermore, Matthew is able to detach himself from emotional response when necessary, able to turn to logic and rationality and focus entirely on his goals, suppressing emotion completely.


// SUPERHUMAN SENSORY SYSTEM After the accident that caused Matthew's blindness, his other senses began to compensate far past what was expected of them, and with Stick's later training, Matthew has honed these remaining senses into the superhuman, unlocking extraordinary abilities.

SUPERHUMAN TOUCH | Matthew's sense of touch is so acute that his finger can feel the faint impressions of ink on a printed page, allowing him to read by touch. The rest of his skin is equally sensitive, enabling him to feel minute temperature and pressure changes in the atmosphere around him. Even with his senses of smell and hearing blocked, he can feel the presence of a person standing five feet away from him simply by his or her body heat and disturbance of air, which he can use to predict the movement of people nearby.

SUPERHUMAN HEARING | Murdock's sense of hearing enables him to detect an acoustic pressure change of one decibel at a pressure level of seven decibels. He can hear a person's heartbeat at a distance of over twenty feet, or people whispering on the other side of a standard soundproofed wall. He is also able to focus on a particular sound, however quiet, and block all others out. Matthew's hearing also allows him to use incoming acoustic information to map out his environment in 360 degrees.

SUPERHUMAN SMELL | Matthew's sense of smell is so acute that he can distinguish between identical twins at twenty feet by minute differences in smell. He can detect odors from even the smallest concentrations in the atmosphere. Furthermore, his ability to remember smells enables him to identify nearly any person by their natural odor alone, and he can use this to track a mark across a large distance, even through a crowd.

SUPERHUMAN TASTE | Matthew's ability to identify and remember tastes in incredibly tiny quantities enables him to determine every ingredient of a food or drink he tastes, and even taste particular vapors in the air.


▼ ORIGIN & BACKSTORY:


Born to a nameless mother, Matthew grew up with his father, Jack Murdoch, a semi-pro underground boxer for Hell's Kitchen and its underbelly. Jack had a penchant for getting back up off the mat despite however many broken bones he'd picked up, and this trait seemed to pass to Matthew, who would treasure it in later years; for most of his childhood, however, Jack tried to keep his only family hidden from the violence that plagued the downtrodden Manhattan neighborhood and instead directed Matthew's attentions to his studies, making sure he kept up in school until Matthew started to excel by himself. Jack was proud that such a bright child could be called his, and he foresaw an escape from Hell's Kitchen for his son - an escape that would not find Matthew; at nine years old, Hell's Kitchen put in its claim to the child. A traffic accident and a courageous, reckless act, caused a truck hauling chemical waste and toxic run-off to crash and overturn, spilling its cargo across the road and onto several bystanders - including Matthew. Caught in the spill, the chemicals burnt his eyes irrevocably. Jack and Matthew's lives changed forever - Matthew bound to the abilities that would reveal themselves over the next few months and years, and Jack bound to dealing with a disabled son who displayed abnormal reflexes and sensory overload.

Matthew spent his formative years learning his new place in the world, refining the senses he had left and continuing his studies. Jack continued boxing, losing and winning when the local mob told him to, until eventually - as he realized Matthew's abilities and intelligence were beginning to pull him to greater things - he took a final stand, winning an against-all-odds boxing match in Round 9 against 'Crusher' Creel, despite being instructed to stay down in the fourth. Jack Murdock never made it home. Matthew fled Hell's Kitchen the same night, cursing the criminals that had shaped his life and ended his father's. He found refuge in an nun's orphanage for a time, until his abilities took the notice of a blind man who called himself 'Stick'; Matthew left with Stick to train his mind, senses, and body, and he never (figuratively) looked back.

Many years later, Matthew returned to Manhattan to pick up where he had left off in his education; securing a place at Columbia, where he met Foggy Nelson, and going on to secure a Summa Cum Laude Law Degree from Harvard Law, with Foggy attaining a Cum Laude Law Degree alongside him. Taking a cue from Harvey Dent, an admired peer Murdock had met at university, Murdock moved back to Hell's Kitchen with Foggy to become New York's newest ADA, a high profile judiciary position that gave Murdock quick access to the information he needed to start cleaning up his home. However, Matthew soon found that courtroom law was far from the 'justice' he sought for the people of Hell's Kitchen. At first, it was those in his immediate vicinity; a blindfold and dark clothes for the domestic abuser in the next building over, the cop taking bribes from the local dealer to keep him operating on student corners. Beyond that, Matthew moved his scope to the broader picture, donning padded athletic wear and a more stylized 'mask' to take on gambling rings and amateur human trafficking. Soon enough, Matthew saw too much in court to stand by without action any longer. It was time for the suit, to combat the massive crime organisation that underpinned the criminal everyday of Hell's Kitchen.

It was time for Kingpin. It was time for Daredevil.


▼ SUPPORTING CHARACTERS :


// ALLIES
FRANKLIN 'FOGGY' NELSON | Matthew's partner in law as Assistant District Attorney and lifetime best friend, the two met at Columbia Law and have been inseparable ever since. Foggy is Matthew's walking conscience and moral compass, always there to guide Murdock back towards the light when the Devil strays too far into the dark.

KAREN PAGE | A beautiful blonde hired by Foggy to be his and Matthew's assistant, Karen is tenacious, intelligent, and a little too morally upstanding to be safe in Hell's Kitchen. She enjoys a fiery chemistry with Murdock, although he refuses to let anything come of it.

STICK | A martial arts master with supersensory abilities even more advanced than Murdock's, he recognized Matthew's condition at the orphanage and took him away for training. He is mysterious, stoic, and guarded, but nonetheless a strong ally of Matthew.

JACK MURDOCK | Matthew's father, a semi-pro boxer in Hell's Kitchen who raised Matthew as a single father. He did well, teaching Matthew to be a kinder and better person than Jack was, and after Matthew's accident, still encouraged him to pursue his studies. Tragically, he eventually crossed the mob of Hell's Kitchen while Matthew was still young, and Matthew has been trying to do his father proud ever since.

// FRIENDS
HARVEY DENT| The zealous and enthusiastic ADA of Gotham City, Murdock met Dent at Columbia Law and the two immediately formed a strong respect for each other. They rarely talk anymore, but Murdock keeps tabs - Gotham is a difficult city, and allies there are hard to come by.

// ENEMIES
THE KINGPIN | The unquestioned head of nearly all organised crime in New York, with an iron grip on Murdock's neighborhood of Hell's Kitchen, and an intellect to match his physicality. Ruthless, violent, intelligent - there is no criminal in New York who would cross the Kingpin. But there is a Devil waiting to face him.


▼ SAMPLE POST:


Matthew followed the clacking of the metal heels deep into Hell's Kitchen, every step rippling out across the street and down the curb, lighting up the asphalt. The ripples mixed with the rain, every individual drop giving him constant flashes of the city - every sidewalk tile, every trashcan, every streetlight. A whole city as one surface, pulsing and radiating soundwaves and heat. Matthew himself spread noise, the low wet thud of his boots against rooftops feeding him information that he accepted, analysed, and discarded. Above all that was Matthew's mark, and now, despite the rain, he was picking up smells as well - wet leather, musky cologne...and the slight tinge of salt, mixed with oil and the unmistakable scent of gunpowder. The salt carried the sea with it, but Matthew already knew they were headed to the docks by their direction - but the oil and gunpowder was from the pistols Daredevil's mark carried, holstered beneath his coat around his torso. They'd been fired recently, but the man didn't carry the smell of blood with him, so Matthew assumed it was target practice or goods testing. They were drawing closer to the docks and he was learning more about his mark every step - testing pistols. Flashy fashion sense. Bald, wearing sunglasses, thin vest top. Something in his left pocket - the coat swung heavier on that side. He leaped another rooftop, putting a hand to his batons in mid-air. Something told him he'd need them.

Matthew kept on the mark's trail. They went a couple more blocks and then buildings gave way to warehouses and Matthew had to hit the ground if he wanted to follow. Warehouses were noisy and involved a lot of glass - in the rain, he didn't want to slip. Or put his foot through a pane. The guy carried guns, and bulletproof armour was hard to move in. Instead, he dropped carefully, leaping from the rooftop to the indent of a window a few stories down on the opposite building, landing with the balls of his feet on the outcropping and springing back, flipping backwards from the window and reaching out to grab a steel cable that was strung between the buildings another few stories down. His orientation didn't matter; he kept track of himself through proprioception and the buildings through sound, air pressure, the smell of brick and concrete. The cable flexed as it took his weight and he dropped the last few metres, rolling as he hit the ground and unsheathing his batons. He spun them in his hand and tested the retracting cable that strung them together, and then, satisfied, re-centered his hearing. The footsteps were still there, still his mark's. They'd been alone for a while now, and he hadn't changed his gait. Matthew slunk across walls and behind shipping containers, still in pursuit. They were by the sea's edge now, and the docks had turned into massive corridors of corrogated metal, walled off by cargo.

He whistled. A simple four-note tune, but it was clear in its purpose. A woman appeared from behind one of the containers. Matthew had heard her heartbeat as they'd approached - it remained calm. His mark's did not. He cleared his throat, and spoke:
"The guns are good. I'll take more pistols, and I want to add the assaults and the sniper. It'll all be useful." His heart rate was rapid, but his breathing and words remained steady. He was about to do something stupid.
"You sound like you're takin' a crew. He doesn't like supplying crews. They might get stupid and think they're competition." She replied, voice calm, heartbeat to match. She seemed to anticipate it.
"No crew. Just what's needed for the target. High-risk."
"If you're going after who I think you're going after you're going to need a crew. Not like you'd lose much on the split."
"I don't need the money." It wasn't a boast - his heartrate hadn't faltered, so he believed it. Either he was well-off or didn't care. "I'm not doing it because someone paid me to do it." Still telling his truth. "I'm doing it because it can be done. And everyone's going to know my name when I do it." He seemed proud in himself, puffed up on his own stupid ego. The woman just shrugged.
"Whatever. Just make sure you keep whatever trouble you stir up to yourself. He doesn't need egos bringing trouble back to him. You know what he wants for the goods. You can wire it direct."
"I know what he wants." Muttered the man, voice low - trying to be threatening. Matthew primed himself, every muscle wound tight, ready to spring. His fist clenched around his batons. The man unholstered his pistols, arm stretching out to hold it in front of him. "But only I get what I want."

The woman would have begun to laugh, had Matthew not loosened his body and launched from the corner, already raising his arm to strike with the baton - but the woman had seen his fast movement and the man had noticed her, throwing his arm out behind him to the left without looking and pulling the trigger. Matthew felt the arm's movement through the air, the heat from the muzzle and the sound of the gun telling him the exact path of the bullet and he was able to throw himself backwards to the ground immediately, feeling the air ripple and vibrate above him as the bullet slammed into a shipping container and ricocheted away. Matt barely had time to register the good shot before he flicked the top of his baton as he fell, releasing the cable that tied the two together and whipping his arm out as he hit the floor, hitting the man's inside wrist, nearly breaking it with the force of the throw and forcing him to drop the pistol. He slid in the rain, pitching forward and pushing up on his feet as the mark drew his other pistol in his remaining hand. He barely had to time to wrap his finger around the trigger before Matt brought his stick straight down on the arm, cleanly breaking the ulna as the shooter yelled out in pain, silenced by a boot to the chest as the other pistol clattered to the ground. The woman was pissed - at the mark.

"You brought the fucking Devil with you? You let him follow you? You're a fuck-up and a nobody! After threatening me? He'll come see you soon, don't you worry about that. Then, people are going to know who you are."

She was gone before Matt could stop her - not that it would have been useful to do so. He took a deep breath through his nose, analysing all the scents he could find before isolating one that would be easy to follow up on - fish, variety of, from the nearby market she obviously frequented - before he delivered a sharp heel-kick to the skull of his mark. Extorting an arms-dealer to get weapons so he could go after the very same vigilante that had already surreptitiously followed him to said dealer. He probably wasn't doing much damage that hadn't been done already.

It didn't take long to deliver the no-name to the PD, and Matt wondered if he'd see him later in court. Probably not - he didn't see much of his handiwork. He usually got them on the streets before he needed to defend their victims in the courtroom. He spent the rest of the night on more patrol, thinking over his new lead through the arms dealer and listening to his city. Matt had his own problems; but Hell's Kitchen wouldn't see anymore trouble tonight.


▼ WHAT MAKES DAREDEVIL 'ULTIMATE'?:


This is a Matthew Murdock who, instead of helping bleeding hearts and the unfortunate, still has dreams of being a big city lawyer. He's high profile and works high class cases, directly taking on the mob on both his civilian guise and during the night when he dons the horns to become Daredevil. It is more important than ever to keep his dual life secret, as he becomes a bright target to the underworld on both sides of the law.
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Roman Grumpy Toad, King of Dirt

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Ultimate One Universe: Season Two Application

Returning Character


▼ POWERS & ABILITIES:


// PEAK PHYSICAL CONDITION| Having undergone several kinds of rigorous training across his lifetime, Matthew has achieved a human body at peak physical performance, with his strength, speed, stamina, endurance, agility, and reflexes all at the absolute upper limits of human capability.


// PEAK MENTAL ABILITY | Matthew is incredibly gifted, having studied hard and achieved great academic success in his civilian life, and honed that intellect into some more practical talents for his vigilantism. Skilled in detection and problem-solving, Matthew also has a fantastic working knowledge of criminology and psychology. Furthermore, Matthew is able to detach himself from emotional response when necessary, able to turn to logic and rationality and focus entirely on his goals, suppressing emotion completely.


// SUPERHUMAN SENSORY SYSTEM After the accident that caused Matthew's blindness, his other senses began to compensate far past what was expected of them, and with Stick's later training, Matthew has honed these remaining senses into the superhuman, unlocking extraordinary abilities.

SUPERHUMAN TOUCH | Matthew's sense of touch is so acute that his finger can feel the faint impressions of ink on a printed page, allowing him to read by touch. The rest of his skin is equally sensitive, enabling him to feel minute temperature and pressure changes in the atmosphere around him. Even with his senses of smell and hearing blocked, he can feel the presence of a person standing five feet away from him simply by his or her body heat and disturbance of air, which he can use to predict the movement of people nearby.

SUPERHUMAN HEARING | Murdock's sense of hearing enables him to detect an acoustic pressure change of one decibel at a pressure level of seven decibels. He can hear a person's heartbeat at a distance of over twenty feet, or people whispering on the other side of a standard soundproofed wall. He is also able to focus on a particular sound, however quiet, and block all others out. Matthew's hearing also allows him to use incoming acoustic information to map out his environment in 360 degrees.

SUPERHUMAN SMELL | Matthew's sense of smell is so acute that he can distinguish between identical twins at twenty feet by minute differences in smell. He can detect odors from even the smallest concentrations in the atmosphere. Furthermore, his ability to remember smells enables him to identify nearly any person by their natural odor alone, and he can use this to track a mark across a large distance, even through a crowd.

SUPERHUMAN TASTE | Matthew's ability to identify and remember tastes in incredibly tiny quantities enables him to determine every ingredient of a food or drink he tastes, and even taste particular vapors in the air.


▼ ORIGIN & BACKSTORY:


Born to a nameless mother, Matthew grew up with his father, Jack Murdoch, a semi-pro underground boxer for Hell's Kitchen and its underbelly. Jack had a penchant for getting back up off the mat despite however many broken bones he'd picked up, and this trait seemed to pass to Matthew, who would treasure it in later years; for most of his childhood, however, Jack tried to keep his only family hidden from the violence that plagued the downtrodden Manhattan neighborhood and instead directed Matthew's attentions to his studies, making sure he kept up in school until Matthew started to excel by himself. Jack was proud that such a bright child could be called his, and he foresaw an escape from Hell's Kitchen for his son - an escape that would not find Matthew; at nine years old, Hell's Kitchen put in its claim to the child. A traffic accident and a courageous, reckless act, caused a truck hauling chemical waste and toxic run-off to crash and overturn, spilling its cargo across the road and onto several bystanders - including Matthew. Caught in the spill, the chemicals burnt his eyes irrevocably. Jack and Matthew's lives changed forever - Matthew bound to the abilities that would reveal themselves over the next few months and years, and Jack bound to dealing with a disabled son who displayed abnormal reflexes and sensory overload.

Matthew spent his formative years learning his new place in the world, refining the senses he had left and continuing his studies. Jack continued boxing, losing and winning when the local mob told him to, until eventually - as he realized Matthew's abilities and intelligence were beginning to pull him to greater things - he took a final stand, winning an against-all-odds boxing match in Round 9 against 'Crusher' Creel, despite being instructed to stay down in the fourth. Jack Murdock never made it home. Matthew fled Hell's Kitchen the same night, cursing the criminals that had shaped his life and ended his father's. He found refuge in an nun's orphanage for a time, until his abilities took the notice of a blind man who called himself 'Stick'; Matthew left with Stick to train his mind, senses, and body, and he never (figuratively) looked back.

Many years later, Matthew returned to Manhattan to pick up where he had left off in his education; securing a place at Columbia, where he met Foggy Nelson, and going on to secure a Summa Cum Laude Law Degree from Harvard Law, with Foggy attaining a Cum Laude Law Degree alongside him. Taking a cue from Harvey Dent, an admired peer Murdock had met at university, Murdock moved back to Hell's Kitchen with Foggy to become New York's newest ADA, a high profile judiciary position that gave Murdock quick access to the information he needed to start cleaning up his home. However, Matthew soon found that courtroom law was far from the 'justice' he sought for the people of Hell's Kitchen. At first, it was those in his immediate vicinity; a blindfold and dark clothes for the domestic abuser in the next building over, the cop taking bribes from the local dealer to keep him operating on student corners. Beyond that, Matthew moved his scope to the broader picture, donning padded athletic wear and a more stylized 'mask' to take on gambling rings and amateur human trafficking. Soon enough, Matthew saw too much in court to stand by without action any longer. It was time for the suit, to combat the massive crime organisation that underpinned the criminal everyday of Hell's Kitchen.

It was time for Kingpin. It was time for Daredevil.


▼ SUPPORTING CHARACTERS :


// ALLIES
FRANKLIN 'FOGGY' NELSON | Matthew's partner in law as Assistant District Attorney and lifetime best friend, the two met at Columbia Law and have been inseparable ever since. Foggy is Matthew's walking conscience and moral compass, always there to guide Murdock back towards the light when the Devil strays too far into the dark.

KAREN PAGE | A beautiful blonde hired by Foggy to be his and Matthew's assistant, Karen is tenacious, intelligent, and a little too morally upstanding to be safe in Hell's Kitchen. She enjoys a fiery chemistry with Murdock, although he refuses to let anything come of it.

STICK | A martial arts master with supersensory abilities even more advanced than Murdock's, he recognized Matthew's condition at the orphanage and took him away for training. He is mysterious, stoic, and guarded, but nonetheless a strong ally of Matthew.

JACK MURDOCK | Matthew's father, a semi-pro boxer in Hell's Kitchen who raised Matthew as a single father. He did well, teaching Matthew to be a kinder and better person than Jack was, and after Matthew's accident, still encouraged him to pursue his studies. Tragically, he eventually crossed the mob of Hell's Kitchen while Matthew was still young, and Matthew has been trying to do his father proud ever since.

ELEKTRA NATCHIOS | Matthew's girlfriend, a New York socialite with deep coffers of family money and an alluring enigmatic nature that Matt finds irresistible. The two challenge and electrify each other daily and though their relationship is difficult, they both find it fulfilling.

// FRIENDS
HARVEY DENT| The zealous and enthusiastic ADA of Gotham City, Murdock met Dent at Columbia Law and the two immediately formed a strong respect for each other. They rarely talk anymore, but Murdock keeps tabs - Gotham is a difficult city, and allies there are hard to come by.

// ENEMIES
THE KINGPIN | The unquestioned head of nearly all organised crime in New York, with an iron grip on Murdock's neighborhood of Hell's Kitchen, and an intellect to match his physicality. Ruthless, violent, intelligent - there is no criminal in New York who would cross the Kingpin. But there is a Devil waiting to face him.


▼ SEASON ONE RECAP:


Due to a late entry and slow posting (sorry!), we were only just getting to know Murdock in Season One; he's angry, frustrated with his double-life and the seemingly-lacking capabilities of New York's judicial system to deliver actual justice. He works as New York's Assistant District Attorney with DA Katherine Spencer, seeking guidance from his friend, Foggy Nelson, and his secretary, Karen Page. He's involved in a rocky (at best) relationship with Elektra Natchios. He's following a mysterious lead from a mysterious man that has left two men (not necessarily innocent men) dead. And when we last saw him, he had just discovered that Kingpin, his arch-nemesis and undisputed lord of New York's criminal underworld...knew his secret identity. Oh boy.


▼ WHERE DO YOU PLAN TO TAKE THE CHARACTER THIS SEASON?:


Well first of all I'm going to finish Matthew's initial arc, dealing with Kingpin's discovery of DareDevil's civilian identity and what that means for Matt, for Matt's friends, and for the city at large. He'll work on protecting himself and those he cares about, and then dealing with the fallout of such a monumental and dangerous revelation. After that, Matt will have to question whether the civilian life is even worth retaining, and come to terms with the relationships lost, changed, or struck up anew. He may find that his actions have inspired others in ways he'd rather they hadn't; or have vilified him from surprising circles.

It'll be fun!


▼ POST CATALOGUE:




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S W A R M Q U E E N


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Abelle Manon D'Voire
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17 || Hetero
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Physical Profile

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Abilities, Skills and Resources
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Appearance Details
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Abelle, preferably Belle, has always kept a slightly mysterious and alien-like air about her persona, in an open-armed acceptance of the oddities of her existence. She stands at a tall 5'11, with long limbs that threaten to be clumsy but are instead coordinated into smooth, graceful motion. Her facial bone structure appears other-worldly and her expressions dip equally into adorable and uncanny. She keeps her hair short, for low-maintenance as well as to accentuate her bone structure, and coupled with a single plain nose ring and her near-amber coloured eyes, she appears extra-terrestrial. Belle always make sure to cast strong shadows (in the right lighting), and strike an eye-catching figure in her day-to-day.

Despite her decidedly 'alternative' choice of hairstyle and jewelry, Belle once again appeals to the contrarian within her by dressing light and loose, favouring creams, whites, and other bright, pure colours, often choosing sheer, silk, or satin fabrics. While many of her clothes are simple in shape and style, they usually bear some sort of minor affectation in such a way to allow them to stand out against other, similar garments. Her makeup swings between either natural-esque or dark and heavy, but no matter her daily fashion, Belle always appears comfortable and cutting-edge.

Character Synopsis
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Belle's parents, Lorin and Nathaneal, were both born in France, and met in class at Aix-Marseille University in Provence, where they were both taking Advanced Language Studies. Lorin's mother and father had lived through the Dark Eclipse and had passed to her the 'hype-gene', and while she had never realised, it had gifted her with an excellent capacity for learning all manner of foreign languages - a skill that had been put down to natural talent and gifted intelligence. Nathaneal, however, had secured his place through scraping every grade he could manage, working hard to achieve the results he needed - Nathan dreamed of a life travelling, and wanted to expand his knowledge of the world through its people. Together, they discovered a quiet, but fiercely powerful kinship, and the two began a deep, loving relationship that would endure many trials. They graduated with high honours, and began planning their lives together, moving to Paris to be young lovers. In 1998, Lorin fell pregnant unexpectedly, and the two young parents-to-be made a quick - and ultimately easy - decision to enter a brave new chapter in their lives. It did not start without its difficulties.

From early into the second trimester, Lorin's obstetrician identified a rare recessive defective gene from Nathaneal had been passed on to their child, that would cause a debilitating - and eventually terminal - neuro-degnerative condition. The couple refused to abort Belle, but instead took every course of treatment, medication, and surgery that was available to help their unborn child. Eventually, in July '98, Belle was born pre-maturely, and she spent 3 months in the NICU before she was declared stable enough to return home. Belle spent a year in Paris with her parents; according to them, it was the best year France, let alone Paris, had ever seen. Then Belle returned to the hospital. Her condition was taking its toll far more rapidly than any doctor - pre- or post-natal - has predicted. Lorin's chosen medical advisors had given Belle four to five un-impeded years, but she lasted only one before returning to white walls and vinyl flooring.

The situation was poor at best. Belle was declining at a rapid rate, and no known treatment could effectively stall the process that had already begun. She had maybe a few months at best, and her parents were distraught. Belle herself didn't - couldn't - understand, instead clinging to hazy, half-formed memories of the city of Paris. It was at the end of their rope that Belle's doctors and parents found a final, frayed string of hope.

An experimental trial treatment for Belle's condition was starting its preliminary stages in the US, and Belle qualified almost immediately. Lorin and Nathaneal, almost frantic with combined grief and bittersweet hope, signed the flood of paperwork with fervoured pens, and Belle was whisked away a mere 4 hours later. Belle spent three days in Washington before her parents cleared their Visa's and passports to join her. In their desperation, they had skimmed over the details of the treatment, and it was only when they had landed, settled, and had Belle returned to them post-treatment that they were de-briefed by the lead medical staff on the trial.

The participants selected had had isolated strains of genetically altered genome tags from select species of insect introduced to the faulty genes that caused their neuro-degnerative conditions; it was a long-shot, and in very early stages, but the scientists involved believed that the DNA, chosen from a very select set of insect species, had properties that could treat or cure the patients' conditions by binding to the faulty genes responsible and either fixing - or overriding - the imperfect processes that caused the degeneration. It took several months, and other participants saw no changes - but somehow, against all odds, it worked for Belle. She got better. Lorin and Nathaneal thanked whoever it was that had watched over their child, and began to pick up their new lives in the US, far removed from the idyllic Paris days of their youth.

Lorin and Nathaneal picked up small jobs that paid enough to get by as doctors and scientists monitored Belle's improvement over the next three years; shortly after Belle turned five, she was found to be clear of all signs and symptoms of her previously life-threatening condition, and her visits and check-ups ceased. Overjoyed, Lorin and Nathaneal searched for their perfect home, and found it in New Hampshire, Crestwood Hollow, where both of Belle's parents found steady jobs teaching at Mather's Memorial High School - Lorin registering as a Hype and using her gift to teach language, while Nathaneal applied his studious intelligence to History.

Belle grew up a healthy and happy child, living in the Beau-side of Crestwood Hollow with her parents, her favourite young memories being those of walking home on warm afternoons through the park with her father after school, her mother often staying late to tutor. As she aged, she inquired of hazy recollections in sterile-white rooms with doctors and nurses, and her parents, cautious in their answers, told her of genetic disorders and the vague treatments that cured it. It was not until a few years later, at 15, that Lorin discovered Belle in the garden at their home, dancing with butterflies and making patterns out of marching ants - and then the family had a long talk about the particulars of Belle's treatment, and of the dangers of her inheritance. Belle recoiled at first, finding it unseemly and unsettling; but her parents left her with medical records and research notes, and gently helped her towards acceptance. Belle acquired a keen interest in Human and Insect Biology, Biology as a subject quickly becoming her best, and as she moved up academically she began taking on extra-curricular courses related to Human Biology and Entomology, having a vested interest in the subjects.

Now, Belle is 17, through most of her puberty and attending Mather Memorial. She practices her power but in privacy, though is an outspoken member of the growing Hype community around the globe; but the new Hyperhuman Social Conscience has offered Belle a chance to bring her true self into the public spotlight, and an opportunity to bond with those who share similar stories.

Personality
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Belle has always prided herself on being a genuine, compassionate, and kind individual. Being ‘nice’ may not help her stand out, but she can’t stand to think of purposefully hurting someone who has done her no wrong. Sure, being a Hype comes with its share of taboo and disdain, but being nasty on top of that would only alienate her from her peers further, and do little to forward the hyperhuman cause in the grand scheme of things. Belle prefers to live and let live where conflict is concerned, and offer sympathy and help to those who need it. However, being nice doesn’t mean being dumb. Belle is a studious and astute student (though both parents being teachers is not a small factor in her academic success) and she is naturally observant, analytical, and inquisitive.

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B A N S H E E


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Elwood Jacob Dowd
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17 || Hetero
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Physical Profile

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Abilities, Skills and Resources
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Appearance Details
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Elwood's minimalist, monochrome fashion sense is self-tailored to understate (or perhaps underscore) the unique peculiarities of his facial structure afforded to him by his mixed-race heritage - Egyptian on his father's side, and Native American on his father's. His sharp cheekbones and large eyes give him a naturally piercing, inquisitive stare, and many people have felt uncomfortable under his gaze, as if he were silently unearthing all of their secrets.

Due to his potentially-devastating abilities, Elwood does tend to shy away from much of the social interaction his day-to-day offers him, seceding from others as his anxiety and possession overruns him - as such, his body language and general posture is nearly always reserved and defensive. There are very few people he is open with, and no one he completely relaxes around.

Character Synopsis
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Introduction to the character, their history and primarily the how and why they decided to join the Hyperhuman Social Conscience Program.

Personality
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An insight to the character's psyche, how they think, feel and process the world around them.

Miscellaneous
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Any other information or notes you wish to add or find relevant.
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The Black Sarcophagus held an ancient and world-ending [evil], a long slumbering and hateful nemesis to Life, and opening the coffin unsealed it back into the world once again; however, with it came magic, flowing through every living thing on the planet - revitalizing nature, changing animal life irrevocably, and altering the course of history forever.

Egypt was lost to the [evil] immediately, Alexandria, in which its sarcophagus was opened, succumbing instantly to a dense swarm of flesh-eating locusts and scarabs that poured forth, [the evil] itself cruelly massacring those who hid or fled before flying to Giza and delving into the great pyramids to seize its artifacts. With its full might, [the evil] annihilated Cairo effortlessly and marched [an army] down the Nile to conquer the rest of the country.

In the years following, most of the African continent would also fall under [the evil's] rule, only small pockets of resistance remaining, while much of Europe and Asia's combined military might formed a border at Isreal that grew steadily more fortified as it continued to hold off [the evil's] forces.


IMPORTANT CITIES

WHAT HAPPENED TO ISLAND NATIONS?

HOW OVERRUN IS AFRICA

IMPORTANT NPC CHARACTERS

BESTIARY - WHAT HAS MAGIC DONE TO ANIMALS?

WHAT HAS MAGIC DONE TO HUMANS?

WHAT HAS MAGIC DONE TO PLANT LIFE?

WHAT IS THE GENERAL STATE OF SOCIETY AND CIVILISATION?

WHO/WHAT SURVIVED, ON A CITY/COUNTRY-SCALE?

WHAT OTHER ADVERSITIES ARE SELECT REGIONS FACING?

WHAT IS BEING DONE AT OTHER POTENTIAL INGRESS POINT FROM AFRICA TO OTHER MAINLANDS?

WHO/WHAT IS THIS EVIL? WHERE DID IT COME FROM? WHY?
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