Status

Recent Statuses

6 yrs ago
Current Masses are always breeding grounds of psychic epidemics.
6 yrs ago
The highest, most decisive experience is to be alone with one's own self. You must be alone to find out what supports you, when you find that you can not support yourself.
1 like
7 yrs ago
One cannot live from anything except what one is.
7 yrs ago
The slave to virtue finds the way as little as the slave to vices.
7 yrs ago
The core of an individual is the mystery of life, which dies when it is 'grasped'. That is also why symbols want to keep their secrets.

Bio

The Harbinger of Ferocity


Agent of the Wild, Aspect of the Ferine
Nature, red in tooth and claw.

"There is, indeed, no single quality of the cat that man could not emulate to his advantage."
- Carl Van Vechten

I am, at my core, a personification and manifestation of those things whose blood and hearts run red with the ferocity of the animal world. It is this which convicts and controls my works, my writing, my being; the force and guidance in which I gain wisdom from. It is what inspires me as a creator and weaver of words, the very thing I admire as an author.

My leanings, savage as they are, are of the feline sort as there exists no greater lineage of beasts whom can be drawn from. No others captivate and motivate my talent and skill as the greatest of cats do.

Most Recent Posts

The Narrator said
A Revenant sounds pretty interesting.


They are a surprisingly under represented archetype, so I figured that they would prove interesting to some given their uniqueness.
  • Name (and or Alias): Asher Tybalt

  • Gender: Male

  • Age: Born April 21st, 1989 (25 years old)

  • Lineage: Caucasian - Mixed European Descent (English-Germanic) - Naturalized Zoanthrope (Weretiger)

  • Fate: Remaining: 2, Expended: 1

  • Fate Expenditures:

  • Relationship Status: Single

  • Occupational Status:

  • Physical Description:

  • Alternate Physical Description:

  • Psychological Profile:

  • Vices: Mismanagement of anger and lack of psychological treatment.

  • Background:

  • Recent History:
  • Reserved post.
    There Are No Heroes

    There never has been, and never will be among us.

    The general information on this roleplay can be found here by clicking this link.

    Out Of Character Initial Post: Character Creation
    The following is the basic character template which players need utilize to create their characters. Unless specified otherwise, please do not remove portions of this character sheet, but feel free to add expanded or in-depth details; there are only minimums. As a suggestion, I recommend keeping a character "Plot Synopsis" section within your character sheet so that at a quick glance you can refer back to important details regarding your character.

    Once you've completed your character sheet and posted it here, please wait until the game master approves it before posting in the topic. Note that the game master reserves the right to discredit portions of the sheet if they do not fit within the previously established rules and decline your application. Most discrediting (if any) will be the result of system gaming - clear, or obvious attempts to get the most effect for the minimal cost, or to power game or twist words with the goal being to make "the best character". While the game master is aware not all things are truly balanced, some semblance of structure is required for an efficient, mostly fair roleplay, and attempts to purposefully be disruptive in this manner will not be tolerated.

    All I ask is that you make credible people within a credible world, who face incredible circumstances or situations; do your best to simulate real life within the previously established rules.
    - The Harbinger



    • Name (and or Alias): (Utilize a realistic and or appropriate name. Aliases can be as a simple as one can imagine, but remember they are not actual names.)

    • Gender: (As gender.)

    • Age: (As age, minimum 18, maximum 60.)

    • Lineage: (For humans, treat as race. For inhumans treat as previous race, but also their inhumanity; ex, "Native American - Psychic".)

    • Fate: (For humans, begin with value of 3. For non-humans, begin with 2 or less. Provide description of expenditures.)

    • Relationship Status: (For characters who are in a relationship, note this here. For characters not with one, remove this line. Provide description.)

    • Occupational Status: (For characters who have an occupation, note this here. For characters without one, note as "Unemployed". Provide description.)

    • Previous Occupations: (For characters who had previous occupations, note this here. For characters without one, remove this line.)

    • Physical Description: (Provide, at minimum, a two paragraph description of a character's physical appearance. Note: Avoid unusualities and pictures.)

    • Alternate Physical Description: (Provide, at minimum, a two paragraph description of a character's alternate physical appearance. For characters who do not change shape, remove this line.)

    • Psychological Profile: (Provide, at minimum, a two paragraph description of the character's psychological state.)

    • Alternate Psychological Profile: (Provide, at minimum a two paragraph description of the character's alternate psychological state. For characters with only a single psyche, remove this line.)

    • Vices: For characters who have (bad) habits, note this here. Provide description. For characters without any, remove this line.)

    • Background: (Provide, at minimum, a two paragraph description a character's upbringing.)

    • Recent History: (Provide, at minimum, a two paragraph recent history of events the character has gone through. This will be expanded upon in your first post.)

    • Additional Information: (For characters with additional notes. For characters without any, remove this line.)


    Out Of Character Initial Post: Deadline
    The game will begin on 28JULY14 with the following players.

    There Are No Heroes: Characters and Players


    • Human Zoanthrope (The Harbinger of Ferocity)

    • Human Zoanthrope (Stefan0620)

    • Human Vampire (El_Tigre)

    • Human Shapeshifter (EndCraft)


    The first, initial post will be placed on the in-character portion of this forum on the 24th of July by the game master and give a general introduction to the setting, people, tone and world at hand. Treat it as a guideline as to how things are intended to be handled, and note, closely key elements such as time; given the nature of the roleplay, day, night, phase of the moon, or even hour are all relevant - consider how, if at all, you're impacting it by giving a flow to the plot.

    The point is for interesting characters with interesting scenarios to interact and come together to face things that they, individually, likely can't best. They're not really "iconic heroes" for a reason.
    - The Harbinger
    EndCraft said
    I'd like to reserve a Human Shapeshifter, if possible. Looks like a very interesting concept and I would love to be involved!


    Thank you, as I did my best to make the concept a bit outside the norm, but palatable enough that it should prove entertaining.

    As of now the slots are reserved, and all players will need create character profiles due on 23JULY14 by midnight.
    Work_U_Dumb said
    May I reserve a psychic human


    That you may. You have been added to the roster.
    If you're interested in playing, just leave a notification here or send one through the private message system. Thus far the slots are as follows:

    There Are No Heroes: Characters and Players

    • Human Zoanthrope (The Harbinger of Ferocity)

    • Human Zoanthrope (Stefan0620)

    • Human Psychic (Work_U_Dumb)

    • Human Shapeshifter (EndCraft)

    All character profiles are due by 0000 24JULY14, and should be submitted, at latest, 2359 23JULY14. Individuals who fail to submit a character by this time will be removed from the roster, and their slot reopened.

    I will continue to update this post as appropriate.
    There Are No Heroes

    There never has been, and never will be among us.

    There Are No Heroes is set in the modern United States with a distinctive alteration outside of reality - the limited presence of that which defies nature, the supernatural. Though not always subtle, the supernatural is an element that is as mystifying and poorly understood as it is in regular lore, yet here it has influence and presence. Despite this, it is not acknowledged or readily known, even by those involved directly in it as few and far between as they are; most people simply regard it as myth, folklore, urban legend and fantasy.

    Your common man will go about his life paying no attention or regard to this element of reality, as he's unlikely to ever see it - experience it. At the end of the day he will still be concerned about his bills, his next promotion, and if his wife is cheating on him with his neighbor; never once stopping to care about anything outside of the norm.

    But not everyone has such minor concerns.

    For a few unfortunate persons their lives can never be the same as anyone else's no matter how hard it is they try. They work in the same conditions as anyone else, striving to get by, but they're scarred from some element they can't explain but simply know. They won't - they can't - attribute these incidents as madness, and they won't simply let go as they know there is more to life than spending ten hours of their life commuting and working within the confines of four small walls at a desk, day in and day out. They are the caliber who spend sleepless nights trying to put these thoughts away, either be it in a bottle of alcohol or a bottle of pills... but nothing they do will ever convince them otherwise.

    Yet some of these people are more than just people now; they are something else altogether - or always had been and never realized it.

    They are cursed (or gifted) with powers that aren't meant to be, things that cannot exist or defy existence, and nothing can ever be the same for them. Most, if one can call such limited a population of unusual persons, fall prey to what their true nature is or has become, as people are vulnerable, but most of all, corruptible. When given power over their fellow man most use it to further their lives than to better that of others. Imagine, for a moment the ability to influence one's opinion with mere thought - to sway even the staunchest of opponents and weaken their resolve. Or muse on the nature of eliminating the greatest of rivals on a dark night when they travel by themselves, leaving with slicked claws or fangs.

    In There Are No Heroes most characters are redeemed terrors of un-nature; individuals who fell prey to some aspect of their power, only to return as better aspects of themselves, or at least shadows there of. Yet this comes at a terrible cost... one doesn't simply forget, or excuse, their evil deeds done - they need repay, with the rest of their existence, wrong with right. However, this does not mean they need take the high road, and in fact, one should not; the high road, while morally superior, is often prone to failure.
    Plot


    Each character opens with their backstory played out, defining who they were, what they are, what they did and what they do now. In this they are essentially sharing their backstory and explaining who their character is in game before moving on to the current plot. While other characters do not immediately know this information (unless of course they too were present), it's present for the other players to better comprehend the character in their current time frame - an explanation of sorts to understand the angle a character and writer is approaching from before the actual plot itself initiates.

    Each character's current place opens with them trying to live out their life and undoubtedly facing difficulty in adapting to the norm as something outside of it. It is here that as the game master once all characters have posted that the plot itself will be revealed; what I will say is that each character will be brought together by fate - a mechanic explained later.

    The plot itself will contend with opposing that which is evil, be it man or things of unnature - that the antiheroes (the characters) need do their best to not only go undetected and try to live out their lives subtly, but also to prevent others from doing great harm to those who cannot defend themselves. The threats will vary wildly from scenario to scenario, but most are only human.

    • All characters provide an opening backstory to give a feeling for what made them who they are now.

    • All characters try to live their lives with some semblance of normalcy and conformity.

    • All characters are formerly normal people with abnormal abilities, or normal people who have encountered the abnormal formerly.

    • All characters are antiheroes who are attempting to redeem themselves and undo errors or mistakes of their past.

    • Most characters should be flawed or scarred psychologically from their experiences in the past, and develop credible coping mechanisms.

    Characters


    Players have two base options for characters, both of which are very, very broad strokes; human and the inhuman. Humans have the advantage of, while not strong, fast, resilient, or superbly intellectual, they can live out their life and operate with normalcy - things which the unnatural cannot. Inhumans, however, are much more varied, as the touch of the supernatural renders a human inhuman; by this virtue, in game mechanics, a human being with actual psychic talent is placed into this category, just as a zoanthrope is, despite both being largely able to live out normal human lives whereas a vampire simply cannot.

    Most importantly to character creation is "fate", or in the more abstract sense "Fate Points". Each character before creation has three points of fate, or effectively the ability to do or be the impossible within a few limits; this abstract concept represents a twist of fate, or mere chance essentially. In order to play an unnatural human one must expend a single use of fate at character creation, representing that they survived, endured, or encountered an event that was entirely fate and or chance - something that should not have happened.

    A valid use of a "Fate Point" is to make a regular human character into a psychic with a few basic abilities. For example, while a psychic can't explicitly read minds, they could sense emotion and glean a bit of it from thought in a form of telepathy, or could be able to levitate small objects through a version of telekinesis, or even gain knowledge of a person by handling an object through psychometry. They could not, however, outright ignite people with pyrokinesis or possess someone with a form of astral projection.

    Thus one must expend a point to create an unnatural character, and must expend another point for additional expanded abilities, such as having multiple abilities. Some unnatural creatures inherently have multiple abilities, but come with drawbacks; a human with lycanthropy is playable with but a single expenditure of fate because though the actual alternate form is exceptionally powerful, it is difficult to control, is vulnerable to silver, is compelled to manifest on full moons or under extreme duress, and otherwise can be readily exploited by others. If the individual wanted to control their lycanthropy and have true mastery and understanding of it, they'd need expend two fate and only receive that benefit; they could not, however, expend another point of fate and make silver cease to harm them, or fail to transform under a full moon, as these are universal qualities of which no exception for their type exists.

    Fate, otherwise, is used to preform acts of extreme heroism or otherwise defy the possible. One could, with fate, survive a mortal wound - a human survive a point blank shot to the head, dealt by their captor. Though they would be comatose for weeks at a minimum, they would survive and remain a character. One could not, with fate, as a human stop an oncoming bus through strength alone; the vehicle would instead careen, haphazardly, out of the way when it should have killed them. Treat fate uses like this as a "second chance" and specify usage of them through something like double parenthesis at the start of the post, saying "I'm spending a twist of fate." or something similar.

    Moving on from the concept of "fate", characters should be readily attempting to manage normalcy versus their abnormalcy (or dealings with it); they still have lives to attend to, needs to fill, and things expected of them. The further they drift away from their previous normal world, the more distinct the corruption becomes as they are left, largely by themselves, to themselves. Characters should not revel in their monstrous power (if they have it) - it's frightening - but they can easily understand and comprehend it to the point that they can utilize it as a tool, and more importantly, a means to survive.

    • Minimum age of characters is 18.

    • Characters may be human (with experience toward the inhuman), or inhuman (with former humanity).

    • Characters all begin play with 3 Fate Points.

    • Characters must spend 1 Fate Point to become supernatural, and an additional 1 Fate Point to refine their abilities or remove a weakness that is not universal.

    • Characters should not revel in their abilities or experience with the inhuman; it has damaged, or even destroyed their life.

    • Characters may not combine different inhuman qualities.


    Humanity
    A character need not be an unnatural creature bearing some terrible burden or curse, and may instead be a normal human being with the sole stipulation that they are aware of the supernatural, for better and worse. Humans have the advantage of having no relative drawbacks in any scenario, but at the same time having no particular strengths. For example, a human can go undetected by a psychic who can innately sense things of unnature, but that same human hasn't nearly the athletic ability of even the most mundane of vampires.

    Most humans can survive day to day with minimal concern about the supernatural affecting their lives, and those who are aware of it often specifically fight against it, using their research and versatility to survive. However, most glaringly dangerous, is the fact that some creatures - namely zoanthropes - can bestow their curse upon humans. This threat is very real to human characters in There Are No Heroes, and thus they should carefully consider expending fate points to - just by chance - avoid a heavy burden to bear.

    Inhumanity
    One of the most notable elements of There Are No Heroes is that characters have the option to begin, or later become, inhuman. Because of this quality, a sense of balance needs be established. If you wish to play a non-listed human character turned inhuman, please message me with your idea. Creatures which are not valid options, such as zombies, demons, ghosts, etc, are barred as they are inherently not human or cannot even attempt to continue their humanity.













    Character Sheet
    Below is the generalized character sheet, which while expansive and long, should cover almost any area that a character sheet need to.


    General Information


    • I am accepting only two other players - three if you can present an excellent character concept and candidate. First come, first served. If you wish to hold a slot, post here; you will have three days only to keep your slot reserved, otherwise it goes to the next highest in queue.

    • I will be playing as both a game master and a character, with pre-scripted events randomized. I don't know the outcome of every scenario - my dice on my desk do, and I'm at their mercy as well.

    • I can and will award bonus fate for excellent roleplaying and cleverness. Don't abuse your fate points, as they're there for the "Everything has gone wrong." moments when the plot dice explode and the story twists hard and unforgivingly.

    • Play your characters like people. Real people who aren't accustomed to these sort of things and try to live with what they've done, what they are, and what they do. They're not truly heroes for a reason.

    • Please don't try to go for the "special snowflake" route. Though every character should be unique, credible, and interesting, don't pile on the cliches - do something different and new.

    • This setting is for mature participants only, as it will include violence and cursing, but not extreme amounts of such. Adult themes are strictly forbidden and will only fade to black prior to any actions transpiring.
    I see quite a few werewolf (and generally supernatural themed) topics here, and one of the things I don't see - or perhaps just outright missed where I looked - is the inclusion of the other zoanthropes; your ailuranthropes, cynanthropes, ursinethropes, etc. That's kind of unfortunate, as there are many, many others - most of which people just attached the "were" prefix to and called it good or just opted for your "all-in-one-shapeshifter". On it's own, that isn't quite the best idea (lest everyone's "unique" zoanthrope be its own brand of special snowflake) nor is the fact that I've equally seen that humans stand no chance... at all. That brings up a lot of questions about zoanthropes as a whole and as to how the curse is to even spread if your run of the mill lycanthrope can break cars in half, but somehow people survive encounters with them.

    But I digress to the point at hand.

    If I were to write a compilation of historical and modern zoanthrope lore for use on the Guild, but generalized enough that really anyone (beyond me) could use it efficiently, what would you want to see in it? By generalized I mean that yes, in comparison to your average human your average lycanthrope is a living killing machine, but they're not blindingly fast, Hulk-smash strong, nor reinforced concrete durable, or have an unearthly level of magnetism. Moreover, a werewolf isn't on the same playing field as your werebear (when he's alone at least), because your average lone wolves don't live long.

    Thus far I have these following categories developed and some partially written:

    • Preamble: My intent and basic summary expanded beyond what I said above. It's more or less, "Sorry I don't think your X should also be good at A, B, C and Z too - you have enough to work with as is, and here's where I hope to explain that." This is the section you're likely to not care about as I ramble about "balance of power" and or how I prioritize and rationalize things.

    • Familiarization: Don't quite know what lore we're using? Well here it is! It's a generalized compilation of most, and nearly all zoanthrope lore. Yes, some less common themes were removed and some classical ones added. Why? Because it puts everything on a more average level of existence, and by that I mean each strain of zoanthropy doesn't keep all the lore it's rumored to have. If you have no idea what a zoanthrope is, and only knew about werewolves (lycanthropes) this is also the part where you learn there are others, and that there always have been.

    • Compendium: This is where people are likely to get upset that the werewolf isn't in your top tier players. Sorry, without your packmates you actually kind of suck - bring your friends and you're suddenly pretty terrifying. Humor aside, it's a generalization of each individual type of zoanthrope; your werewolves are obviously superior to your weredogs, who are only on par with your true werecats, but all of these are eclipsed by the weretiger, who in turn has nothing on your average werebear. Each has some distinct advantages; lycanthropes are typically social as mentioned previously, werebears are essentially living tanks, etc. The system here compares their level of lethality versus humans not each other. Why? Because humans are far, far more dangerous to any zoanthrope than another zoanthrope.

    • Countermeasures: Essentially a miniature handbook explaining how to contend with zoanthropes, because not every beast is alike - your lycanthropes to ailuranthropes are two radically different sects in just about everything, and that's not just because one's a canid and one's a felid. This also expands on your classical means as how to kill or defeat one. Here's a free hint... they're still people the vast majority of the time. This is also for the people who either want to be the bad guys who hunt zoanthropes just because they're not human (boo) or good guys who only hunt the ones they can't save (yay).

    • Guidance: Had the (mis)fortune of getting bit or having blood-borne exposure? This section is intended to cover some common issues, like how not to eat your neighbors the next time you turn, how not to continue to spread the curse, and most of all, how not to be killed because you're now a prisoner to the moon. Though this was covered slightly in the compendium with a few sentences per particular strain, this is more generalized. Another free hint... never be hungry on the night of the full moon - that's how you get people killed.

    • Authorial Advice: This is my place to say how I think things would be best handled. It's one of the places I'm excused to ramble because you're reading my advice. What sort of advice do I have? Don't play in the arms race - no, seriously, don't. Just because you saw that the weretiger is a top tier zoanthrope doesn't mean you should whip one up as a character, throw it out in a game, and then get asked to stop murdering stuff like it's no problem and then say some guide in another part of the forums said it's okay because that's what they can do. No, that's not right - this guide is a tool, use it like one. Build interesting characters with it, not game killers; don't power play either, make a character you like beyond "hes supr tough n can run fast and make himself ento a bear guy".

    • Afterword: This is my place to sort of voice my rationale after you read it all. That said, don't start here or skip to here - you already know that I'm not comparing the zoanthropes to each other, but versus people. Why's that matter? Unless everyone is some sort of supernatural beast, odds are humans are going to rule the world in whatever game you're playing. Also, I will likely ramble a bit on the whole "arms race" bit again, primarily toward other supernatural creatures and how mind bogglingly silly it has gotten; yes vampires, I'm largely looking at you.


    Here's a taste of some of the content:

    Progressing on, one need realize that zoanthropes are widespread throughout history and across every continent mankind has crossed; for reference, cynanthropy, or weredogs are well established in ancient Chinese lore, just as the weretiger is. Equally so, even felines are established in European lore, namely large "generalized feline forms" best described as varied mixtures of domestic cat, but pantherine ailuranthropes also do exist despite the large geographical separation of Europe from the range of such an animal. Thus one need understand that effectively any beast is a valid choice, but it should be noted the additional commonalities of zoanthropes as a whole. "True" zoanthropes are universally predatory land mammals; though other, similar creatures exist in lore, but should not be confused with an actual zoanthrope, which are distinct in this regard as only being such animals.



    • The Werecougar

    • Geographic Location: Limited mostly to Midwestern locales within the United States, werecougars are one of the least geographically spread ailuranthropes, with the maximum extent of their range traveling down to Mexico and as far north as Canada.

    • General Description: Retaining their distinct cougar qualities, werecougars are marginally more robust than lycanthropes in general musculature – having less lean legs and bodies, and being far superior climbers. Their tawny-reddish brown fur provides them a natural camouflage in the territories they often inhabit as people. The average werepuma stands at six and a half feet tall, with larger individuals nearing seven feet but rarely above that number.

    • General Behavior: Unlike werecats, werecougars pose a serious threat as they readily consider human beings part of their diet if unable to control their condition. Further more, werecougars prefer the ambush approach – stalking prey from behind while concealed until they are in sufficient range to pounce. Most attacks by werepumas are fatal as the victims have little to no time to react. Fortunately werecougars, if spotted, are likely to give up an attempted attack and instead retreat.

    • Signs and Evidence: The most common sign of a werecougar is the unusual presence of such a feline in a more inhabited area; mountain lions rarely frequent territories inhabited by humans, and even more rarely attack them in such places, instead preferring to ambush and hunt in mountainous terrain when humans are alone and far from safety. Such attacks are often indication of abnormal behavior for this animal, and thus unlikely, and in turn, leaving a werecougar to be more expected than the actual cat itself. Most werepumas release a terrifying shrill cry upon attack; this snarling, higher pitched roar is often startling and can be heard from a much greater distance than your normal cougar's.

    • Afflicted Information: Though less likely to not only fail in an attack but also be driven off an attempted kill than a werecat, this strain of zoanthropy is among the more common ailuranthropes – at least within the Americas. Most sustained injuries of this level will be more akin to an actual animal attack (mauling) and likely treated as such by most authorities, thus one should show genuine concern. If one believes infection, gamey raw meats should be provided and easily accessible to try and sate the hunting behavior; this appeasement is a result of the want for natural game, and can compensate for the more readily available human being. An individual who has proven to be infected with this strain should exert large amounts of physical energy and spend their time greatly distanced from people during full moons or times of emotional distress.

    • Naturalized Information: Naturalized werepumas often exhibit an incredible penchant for outdoorsmanship and love for the wilderness, to the extent that many become fascinated with it. Those with this condition should take seriously such seemingly impulsive actions to help reduce the chances that they fall into a want to hunt humans; activities such as free climbing, mountaineering, bow hunting, skiing and the like all provide safer, more natural outlets for the unnatural energy they experience in their human selves. Most require some sense of danger, risk, and skill to feel truly fulfilled and not fall into a regressing state.

    • Level of Danger: ***/*****: In comparison to the lycanthrope, the werepuma is on even yet different footing; both, on their own, are roughly even, with the former being more fleet of foot and the latter being more generally athletic. Trained hunters capable of combating werewolves should find minimal difficulty in transitioning their skills toward this particular zoanthrope provided they can adjust to the often mountainous or remote terrain.



    Now that you likely have a feeling for what this project is, I'd like a few simple things from you if you're willing to oblige. First, and foremost is that I ask you give me suggestions or topics to muse on for this, and by that I mean say something constructive like, "I think it would be a good idea if you shared with us more actual zoanthrope history for each strain.", not something like "WHY U NO LIEK MAKE WEREWOLFS GOOD. THEY TURN NTO WOLFS SO THAT GOOD< K?" - that's really not helpful... at all.

    Other (helpful) posts would be along the lines of "I think this is a good idea." or "I want a section called X, because I want to read about Y."

    Feel free to comment regardless - you're really not hurting anything by doing so.
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