The Praetorians, a fantasy cop drama. (Game thread Started/CLOSED Prologue)

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Dogmatic99

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Jun 24, 2012
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[HEADING=1]Praetorians[/HEADING]​

Hi everybody, Dogmatic here and this charming fellow would be Belmarc *Points at Belmarc*. As the title suggests we've been working on a fantasy RP that's watched too many episodes of The Wire and Law & Order. Hopefully this RP will be full of all those wonderful moments that make up the cops and robber genre, down to frantic foot chases through the crowded city streets, tense stand-offs with bank robbers and hostage takers and of course at some point someone has to get called a loose cannon while their commander tells them to GET THE HELL OUT OF THEIR OFFICE!

But it has a thoughtful side to. This world is full of spicy fantasy racism and the characters in it are going to be faced with both their own prejudices as those held by other people. No one's perfect but some are trying to change. The only question is whether our players become a part of the problem or the solution.

If you've got any questions don't hesitate to throw them at my face and me or Bel will do our best to answer them as I cradle the shattered remnants of my face.

Backstory:
Hundreds of years ago humans and the various creatures that shared the world with them lived in a state of near endless conflict. The non-humans looked on each other with mistrust and hatred and they all looked on the humans like... well food. Or things to be used.

Back in those days the valor wells ran wild and untamed and they filled the world with their magic. Dragons ruled the skies and countless other things fought over the forests and the wild places of the world. The valor wells spread their power through the land. The humans drew from them and they found great magics that helped them fight the creatures that would prey on them. But those that could work the magics were few and far between.

So the humans came together, they left their tiny villages and they built great cities. Together they were many and the things that preyed on them were few and divided. For a time neither side could get the upper hand and it looked as if peace would follow. But then it happened, the wells fell low, their waters ran dry and valor left the world. The dragons went to their endless sleep, the magics faded away and the true faye left for their home beyond the world. Every race upon the earth felt this loss. Broken and weakened they were all forced to form a tenuous peace. Human, kin, shifter, even the faye kind. For a time they all lived together.

But the humans didn't forget the wrongs done to them so easily. They didn't forget what it felt like to be prey. They embraced science and the ways of steel, iron and silver. Their cities had grown over the years and the things that once preyed on them had come knocking at their doors for help. For a time it lasted. But nothing lasts forever. The great cities rose up and they drove out anything that wasn't human in a great purge that would scar the world forever. This would come to be called "The night of blood and fire." But that was all a long time ago.

So! Two hundred years ago magic left the world and the human city states rose up and expelled the non-human races in a bloody purge. But that was then and this is now. Now the non-humans are back in force but not with war in mind. They've come wielding pamphlets and picket signs. At their head is a woman called Kalah. She wears a veil and to this day no one knows what race she belongs to. When asked about it Kalah will only talk about how she belongs to each people equally.

Over the years Kalah has lead a grand civil rights movement. She has proven how her people have changed and the great deeds they are capable of. Thousands of people came to her cause, looking to make new lives for themselves or to heal the scars left by the past. The city dwellers didn't much care for this but Kalah could make a compelling argument and the city leaders couldn't deny that their economies needed a fresh input.

When our story picks up the civil rights movement is in full swing and has won a handful of major victories but there is still a long way for them to go. Non-humans have the vote and can own property within the city limits. Thousands of them have moved back to the city states looking for better lives beyond the rural wilds they have had to call home for so long. They've even started buying houses and getting jobs with human folk. Oh the scandal! Next thing you know they'll be aloud to use the same rest rooms.

Our story takes place in the city of Rosenheim, one of the largest cities. It has seen one of the biggest influxes of non-human immigrants. Despite all the progress the movement is supposed to have made there is still a huge amount of hatred and mistrust among all the races. And all these people sharing the same space has lead to a crime wave the likes of which the city has never seen.
In an act of wisdom, or desperation, the higher ups of the Rosenheim police department have seen fit to resurrect the praetorian initiative. The praetorians were "monster" hunters back in the days when humans were still open game, their name was a source of fear and dread for any non-human. They were at the front lines of the purges driving the non-humans out with every weapon at their disposal. But when the other races were driven out the praetorians were no longer needed and the original order was disbanded.

As a symbol of the "New" Rosenheim these new praetorians will serve as the first mixed species police unit. Specialising in non-human and racial crimes, working out of Old Town precinct, these new praetorians will serve as a symbol of unity and order. At least that's what their commanders hope.

But the situation is desperate and the non-human recruits have been rushed through basic training in a mad dash to get a mix of faces on the streets in the hope that seeing some of their own kind in uniform will help calm some of the racial violence. Will they rise to the challenge or will they crash and burn, proving their detractors right? Well that's up to you.

Technology: Science has come a long way in the past few years. It largely resembles the technology of 1915 with a few changes. The pistols are revolvers, the rifles are bolt action and the machine guns are huge, lumbering things that need at least two people to work them. The cameras of the day are just as big and clunky but the motion pictures are coming along nicely there's even rumours that some folks up in Spring Crest are working on a talking film! The cars handle slowly and cost a heap to buy but they look so snazzy and you know you want one. Good luck buying a good car on a cops salary though. What you could get is your own wireless though! There's one in almost every home and they come in countless shapes and sizes! (Well a lot of shapes and sizes anyway)

Playable races:
What can I tell you about humans that you don't already know? Compared to the the creatures listed below they don't have a lot going for them. Don't get me wrong some of my best friends are humans but none of them are capable of turning into a bear at last notice or using super strength. That isn't to say they're helpless though. The days when humans could wield magic are long gone but they adapted like they always do. They made machines and guns, weapons that could rival any beast. They may lack any great magical strengths but they don't have any of the weaknesses either. The human race is a jack of all trades and a master of none.

It may not seem like much but in the city states they rule supreme. Humans are the racial majority and they're happy to reap the benefits of a higher social standing.

As their name suggests the dominant breeds of shifters are able to transform and change their shapes. All shifters have a base human looking form and all of them share a natural aversion to silver which burns them on touch. Where they differ though is in their transformations.

Shedders: The most easily concealed non-humans, many shedders remained hidden in the city even during the peak of the segregation. They are limited to shifting into other humanoids and earned their name through the gory means by which they do it. These shifters literally peel off their skin, the bones bend and break, reforming as they go and their internal organs twist and alter until a perfect doppelganger is left. This process is (as it sounds) very painful and most shedders try to limit themselves as shifting too often in rapid succession has been known to cause lasting damage.

This makes them perfect spies and stealth agents. Even their brain morphs with the new form and the shedder is able to take on the physical habits and traits of their target perfectly. All shedders have a base form, the one they were born into, but during the segregation many were forced to go from form to form, never able to return to their ?birth skin?. There are stories among the shedder community of those that have shifted so much, so often that they have forgotten their own face and no matter how hard they try can never return to it.

The shedder community was scattered for a long time, many were forced out with other non-humans but many others managed to evade persecution by blending into human society. Now with the new bills in place, people are waking up to discover that their long time neighbours have been shedders all along. The 'City Shedders' and 'Country Shedder' immigrants still differ in how they view their race's place in the world but there are still some who hope they can come together and rebuild their fractured culture.

Strengths: Heightened pain threshold and regenerative abilities (silver not withstanding). Can take on any human form. Are the only ones capable of detecting other shedders.
Weakness/limit: Silver. Cannot take on the form of other non-humans. Can only shift every 12-hours or so.

Wargs: The more primal branch of the shifter evolutionary tree. Unlike their shedder cousins wargs were not able to hide their abilities as well and were hounded out of the city states and persecuted even then. Few non-humans have suffered the same level of hate and scorn as the warg peoples. Pushed to the brink of extinction, the wargs sought shelter in their ancestral forest homes and became more and more insular as a community. Turning to their long forgotten religious practices and blurring the line between their human and animal selves.

This new generation of spiritual wargs seem to have shaken off the physical detriment that plagued their elders and shedder cousins alike, allowing then to shift in and out of their animal forms with relative ease and even retain some of their heightened senses outside of an animal form. However the process is still physically demanding and can easily tire a warg out if abused, this has also lead to the atrophying of their regenerative abilities often found in shifters, though no one can explain why. The wargs have left the science of their biology behind viewing it more like magic now.

Strengths: Heightened senses. Improved physical abilities (varied depending on animal form).
Weakness/Limit: Silver. Limited to (non-magical) animal forms.

Old religious texts claim that when humanity was born it split into two tribes. One became the humans of today. The others turned away from the grace of the gods and became The Kin. Whether you believe this story or not it sums up the relationship between humans and kin in a nutshell. Of all the species their relationship has been the most turbulent.

All Kin are humanoid in shape but their harsh, angular bone structure and pointed ears resemble bestial animals. They all possess razor sharp teeth and some grow out their nails into vicious claws. All Kin share an inherent hatred of iron. It's touch can blister their skin at best and scorch it at worst, all the while sapping their strength like poison. The greatest source of tension that drives the other races from the Kin is their hunger. Kin love to eat, their apatite dwarfs those of even the most ravenous carnivore and in the ancient days it was common for them to eat human flesh or that of the other species. A horror story they've never managed to shake. Modern kin keep to animals and livestock dinners now, looking back at this part of their history with a mixture of embarrassment and shame.

The two branches of Kin have warred infrequently over the years, although it has been a long time since they have come to blows these old scars are fading slowly. It doesn't help that some of the dark kin are old enough to remember these conflicts first hand.

The Dark Kin: Fangs, Abominations, Dark Horrors. This ethnic group of kin have been given many names over the centuries but the name they hold for themselves is 'The Night People' or 'The People' for short. Humanoid in shape, their most striking features are their pallid skin. This, along with their dark eyes, has earned them some not-so-flattering comparisons to bats.

The People were once considered the great nemesis of mankind. Their affinity for darkness and hunger for living flesh already make them intimidating but it is one of their lesser known abilities that earned them true infamy. Old propaganda once showed the dark kin as sinister seducers who stalk the night streets looking to lure good boys and girls to their doom. And, to an extent... they were right. The dark kin are able to manipulate their pheromones to subtly effect the minds of others, though they guard the exact knowledge of it closely. The ignorant hold to the old belief that they possess demonic powers of hypnosis.

The People are blessed with incredibly long life span and their elders truly earn the title, the oldest among them having lived for over seven centuries. But just as short lived creatures go about things at a faster rate, The People go about their lives at a much slower one. After all, what's the rush? This has lead their culture to slow and stagnate, at least in the eyes of outsiders, as the elder night folk cling onto the familiar and safe. It has also lead to a lack of breeding. New generations are few and far between and the folk population is dwarfed by those of the more active species.

This gave the elders yet another reason to play it safe in an understandable attempt to preserve the dwindling numbers of those they lead. When the purges came and the non-humans were driven out of the great cities The People were almost nowhere to be seen, most having fled the sinking ship in advance. This spared them a lot of the brutality suffered by the other races but earned them no shortage of scorn from their fellow non-humans. Many of whom still ask, "Where were the proud and mighty Night Folk when we needed them?". The People may posses great strength and darker gifts but in the eyes of their fellow Kin and others they bare the stigma of self serving cowards.

The young night people are struggling against the restraints of their rigid culture and are eyeing the great cities with hungry eyes, in more ways than one. The elders may fight against it but, once again, the times are changing and The People must change with them or risk being left behind once and for all. Time will tell if their return to human civilization will mark the time when humans greet the night with ease, or pray for the dawn.

Strengths: Superior strength. Emotion manipulation. Long lifespan. Night sight.
Weakness/Limit: Iron. Sunlight (Not fatal but hindering, irritates/blisters the skin and gives a feeling of disorientation similar to an intense hangover.) Emotional manipulation only works on the weak willed or unsuspecting.

The Bright Kin: This branch of kin (Formally referred to as Bright Kin) have been nicknamed "Cats" due to their narrow, feline eyes. Though they prefer the name Talin. Unlike The Night Folk, talin have an average lifespan. They tend to be headstrong and adventurous, their culture downright encourages it. The talin have spread out throughout the world, they were hurt during the purges but their numbers didn't suffer in the way other non-humans did.

Quick to act and quick to feel. Most talin seem to live their lives at a hundred miles an hour. Sceptical viewers might criticise this, calling them overly emotional and undisciplined. That was certainly one of the strongest argument against them being allowed to join the ranks of law enforcement. But when the talin set their minds to something there's seemingly no stopping them.

Naturally agile and quick, a healthy talin could turn the rooftops into their playground. The talin were among the first to come back to the great cities and try to make new lives for themselves. They embraced the classic story of coming to the city to make your fortune, what they found was bitterness and resentment. Their hot blooded nature would not allow the younger talin to back down from the racial slurs and harassment of others. A month doesn't go by without one of the precincts holding a talin overnight for brawling or disturbing the peace.

Unlike their semi-nocturnal cousins the talin enjoy the light and even have above average night sight.

Strengths: Heightened agility/reflexes and night sight.
Weakness/Limit: Iron. Dark Kin blood is acidic to talins. Something they learned the hard way over their various conflicts with each other. The talin have come to nickname this poison "Old man's blood".

When the valor wells flowed with life, the barriers between the arcane and the material planes were more... fluid. The faye folk of old would walk between worlds freely mixing with people of all races. More like a force of nature the faye displayed behaviour that would be considered psychotic in other mortals, doing whatever they wanted whenever the mood took them. This could often lead to them using their innate magics as a force of good, but now they're mostly remembered for times when they abused this power.

But the wells slowed and fell empty and the faye faded from the world. The faye were a wild and powerful people, their presence could be a blessing or a curse. They left no monuments or works of art behind when they left, only their stories and the children they made with the other races. Their descendent range far and wide though most modern faye still struggle to shake the superstitions surrounding their ancestors.

Modern faye have a complicated relationship with the other races at best. Most live in ever moving caravans that travel from village to village until they're moved on. Most refuse the faye entrance outright, thinking of them as little more than thieves, drug dealers and pimps. And true a sudden spike in crime does seem to follow the faye wherever they go but the caravans aren't void of those who long for change. For a chance to prove people wrong and show the beauty of the culture they come from or even, god forbid, settle down.

Over the generations the qualities of the faye blood has diluted and weakened. The faye of today barely resemble the power of their forebears. They may not be able to manipulate the world around them or defy the laws of science any more but a piece of the old magic remains. Their ancestors called it the shadow tongue and it is the most closely guarded secret the faye community have. This ancient gift has allowed modern faye to communicate silently with each other for years, it has helped them protect their secrets and each other but like so many other non-humans it also helped them become more insular as a group.

These faye are also more human than all other non-human spiecies. The only physical difference they have is that their eyes, whatever colour they may be, are always an extremely bright version of that colour. A trait which can be easily shrugged off as something pretty if they're llooking to go unoticed. Unfortunatly they also have a notable accent unique to the faye as well.

Strengths: Elemental resistance: Faye can withstand heat and cold up to a much greater level than other races as well as electricity to a lesser extent.
Thought speech ?The shadow tongue?: Faye are able to telepathically communicate with each other. They cannot hear the thoughts of other races but are able to make their own thoughts audible to them, effectively by "Thinking at them."

Weakness/limits: Human bodies: Modern faye are now more than half human as a result they lack the superior speed, strength or senses of other non-humans.
Salt:Unlike silver or iron this is not a physicl weakness but a mental one. Another leftover from the pure faye and their various forms of OCD. If a faye sees salt spilled in front of them they feel compelled to stop and count the grains. No matter what they are doing, trying to fight the compulsion can lead to some nasty results.

The city of Rosenheim



Redfields ? The industrial district, named for the colour of the bright red clay that can be found there. It still lives up to the name as the district is covered in broad red brick buildings. Mostly factories and warehouses but there's a few narrow tenements to help break things up.

Old Town ? The first market and residential district in the city. But as Rosenheim moved on with the march of time Old Town was left rot. Now it's home to the immigrants and the poor. Old Town is grubby and full of petty crime but there is a strong community in parts. There is even an area on its east side that the locals have named "Talin Town".

Harvest Hill ? The quiet part of town. Harvest Hill has the largest amount of green left in the city. Most of it is given over to farm land and preserved nature spots, along with some more secluded houses. There's even some forest left for those looking for some nature hikes for those who like that sort of thing.

Upper Ivory ? Shopping! That's the name of the game in Upper Ivory. A bustling trade district if ever there was one. If you can't find what you're looking for in Upper Ivory then you aren't looking hard enough. It's also home to the largest hospital in the city.

Ivory Square ? The fanciest neighbourhood in town. As the name suggests this is where the elite live. The rich and the privileged left old town years ago and they made their new home in Ivory Square. The houses are big, fancy and comfortable. Crime is rare and the people all dress their best. And they are ? almost ? all human.

Spring Crest ? The Crest isn't just a buisiness district, it's movie town! The place where dreams come true. Studios and movie sets vie for space with talent agencies and other wonders of the modern age. This is where stars are born. Every great motion picture began its life in Spring Crest.

City Centre - Doesn't really have an identity of its own. The centre point of the pie that is Rosenheim, this is where the points of each slice come together and meet. You can find a little bit of eveything here (except the ardent green of Harvest Hill). It's major spots include the City Hall, The Grand Temple and the Museum of Arts and Histories.

Making a character

Name:
Race:
Age:
Gender:

Appearance: Try and be super detailed here as well. Not just how your character looks but how they present themselves to others, their physical habits or ticks and so on.

Bio: Include some back story for your character. Things like their life before moving to the city, why and when they moved and why they chose to join the police force. Plus how they ended up in the praetorians, did they volunteer, were they transferred by their superiors? Flesh them out as much as you can the more info you give the more everyone has to work with.

Notes: Any skills, likes, dislikes and stuff that didn't quite fit into the bio.

One thing I'd like people to keep in mind, I know it's tempting but try not to make a complete bad ass right off the bat. Everyone will get their moment to shine and flaws are what make characters great. Plus no doubt you'll want to leave yourself space for your character to grow.

Name: Mabel Ackerman
Race: Human
Age: 37
Gender: Female

Appearance: Mabel stands at 5' 5" and she stands smartly at that. She's rarely off the job or the mind set it puts her in. Mabel stands at a perfect state of attention whenever she is around her co workers, her tired looking blue eyes scanning and sizing up anyone too new to her. She keeps her bright red hair tied back in a tight bun when she's on duty, only letting it down in private. Her uniform is kept in impeccable condition and her grooming habits mirror that. Though she's gotten a little podgy stuck in an office most of the time. On the bright side she hasn't gotten that same pale complexion that other over worked officers get, she was already white as the driven snow anyway.

When in private Mabel might be willing to let her guard down (and by extension her hair) and indulge in a drink or a cigarette but few people ever see that side these days. She'll even dress like a slob if its just one of those days.

Bio: Mabel grew up in the time of the long peace following the purges, the things that lived beyond the city walls were nothing more than stories to her as a young girl. The night people were things used to scare her into eating her vegetables and shedders lurked under her bed waiting to carry her off to their lair and leave one of their own children in her place. Once she got older though she left them behind as mementos of her childhood. She never gave the things that lived in the wild much thought after that.

Of course then they started knocking on the doors of Rosenheim. For years Mabel had dedicated herself to her career, family, relationships they all came second to her and it paid off. She rose through the ranks with gusto. Mabel may have started as a beat grunt but she proved herself adept and capable of leading people. With each promotion she managed to win the loyalty of those serving under her or at least scare them into not causing any problems.

But her blunt and heavy handed no nonsense approach caused her to step on the toes of the higher ups and other ladder climbers with more connection than her on a few occasions. And wherever you go you can't escape politics. None of them had the kind of dirt that could put her down though and there weren't any backwater posts to send her to. Until this whole praetorian fiasco.

So here she is. Mabel finally made captain and she's the head of the unit that no one wanted, commanding the rookies that no one expects anything from. But that doesn't mean she's going to lay down and die. No sir! Mabel Ackerman fought tooth and nail to get where she is, there hasn't been a challenge she hasn't overcome yet and that isn't about to change.

Some have said that Mabel's been out of the field for too long, that she's forgotten what it's like out there sat behind a desk for so long and maybe they're right but she'll never admit it.

Notes: In preparation for her new post Mabel has been reading up on non-human cultures and history. Scooping up any information she can find. She doubts the credibility of most of it but you work with what you've got.
 

Dogmatic99

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Jun 24, 2012
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***Reserved for Characters***

Name: Sergeant Ernest Novak
Race: Human
Age: 40
Gender: Male

Appearance: Ernest is showing his age in all the wrong ways. His gut's growing out, crow's feet have clawed into his face and his nails are turning yellow from his smoking. Oh and he's going bald, his scalp is full on comb over country.

He's a more or less presentable officer, though is uniform is always just short of pristine. Ernest is always curt and professional around his superiors, Mabel is the only one he's able to let his guard down around. At least some of it. Around those under him though is where Ernest comes alive. No one would go so far as to call him lively or energetic but he does at least seem less constrained.

Bio: If Mabel is the strict, demanding mother of the unit then Ernest is the fun uncle... kind of. He served under Mabel for a long time in his last posting and one of the few demands she made after being made captain of the Praetorians was that he be dragged along with her. Ernest has a tendency to bend the rules if it helps things go smoothly or solve some problems. Straight laced Mabel never liked it but she saw that it might be needed given the nature of their unit. His style certainly proved helpful in their time working together in their last placement.

Ernest was promoted to sergeant a long time ago and it looks like he'll never make it past that rank but doesn't every job have someone like that? Ernest is a Rosenheim boy born and bred. He's only traveled outside of the city on holiday a couple of times and that was to other cities.

He's kept track of the big non-human event the same as anyone else has, after all it's everywhere but he isn't a keen observer. In fact most days he can be seen reading a tawdry bizarre news rag.

Notes: Is a chain smoker (and has failed to quit three times now). No one calls him Ernest, only Novak, never Ernest. NEVER!

Name: Mabel Ackerman
Race: Human
Age: 37
Gender: Female

Appearance: Mabel stands at 5' 5" and she stands smartly at that. She's rarely off the job or the mind set it puts her in. Mabel stands at a perfect state of attention whenever she is around her co workers, her tired looking blue eyes scanning and sizing up anyone too new to her. She keeps her bright red hair tied back in a tight bun when she's on duty, only letting it down in private. Her uniform is kept in impeccable condition and her grooming habits mirror that. Though she's gotten a little podgy stuck in an office most of the time. On the bright side she hasn't gotten that same pale complexion that other over worked officers get, she was already white as the driven snow anyway.

When in private Mabel might be willing to let her guard down (and by extension her hair) and indulge in a drink or a cigarette but few people ever see that side these days. She'll even dress like a slob if its just one of those days.

Bio: Mabel grew up in the time of the long peace following the purges, the things that lived beyond the city walls were nothing more than stories to her as a young girl. The night people were things used to scare her into eating her vegetables and shedders lurked under her bed waiting to carry her off to their lair and leave one of their own children in her place. Once she got older though she left them behind as mementos of her childhood. She never gave the things that lived in the wild much thought after that.

Of course then they started knocking on the doors of Rosenheim. For years Mabel had dedicated herself to her career, family, relationships they all came second to her and it paid off. She rose through the ranks with gusto. Mabel may have started as a beat grunt but she proved herself adept and capable of leading people. With each promotion she managed to win the loyalty of those serving under her or at least scare them into not causing any problems.

But her blunt and heavy handed no nonsense approach caused her to step on the toes of the higher ups and other ladder climbers with more connection than her on a few occasions. And wherever you go you can't escape politics. None of them had the kind of dirt that could put her down though and there weren't any backwater posts to send her to. Until this whole praetorian fiasco.

So here she is. Mabel finally made captain and she's the head of the unit that no one wanted, commanding the rookies that no one expects anything from. But that doesn't mean she's going to lay down and die. No sir! Mabel Ackerman fought tooth and nail to get where she is, there hasn't been a challenge she hasn't overcome yet and that isn't about to change.

Some have said that Mabel's been out of the field for too long, that she's forgotten what it's like out there sat behind a desk for so long and maybe they're right but she'll never admit it.

Notes: In preparation for her new post Mabel has been reading up on non-human cultures and history. Scooping up any information she can find. She doubts the credibility of most of it but you work with what you've got.

Name: Rat
Race: Warg (Mutt, Red-tailed Hawk)
Age: 25
Gender: Male
Appearance: Standing at around 5'10", though often appearing shorter due to his tendancy to slouch, Rat's appearance is as disorganized as he is. His hair is a wavy mess, often growing out for weeks before getting cut, though never seeming to get any neater. His uniform is kept in regulation neatness, but just barely, often requiring someone else to put it that way. He wears his ties loose and ditches belts and other restricting clothing as soon as possible. His brown eyes are often looking down. He's lean, and over all unassuming, capable of practically disappearing into the background if you don't care to look for him.
Bio: Born in raised in the country side, Rat was always free as the day he was born. No clothes, few rules, hunting and playing with his pack. It wasn't an easy life but it was liveable, and it was happy enough. His pack had little need for words and names, though they made sure they knew the common language so as to not completely isolate their pack from the world. Still, Rat's life was peaceful and he had little interaction with those outside of his clan, never needing a name outside of the language of beasts.
However, talk began to grow of a city where they no longer had to live in such a way. In the city of Rosenheim, all manner of races flourished, the food was plentiful, and if you worked hard enough you could life out your life in luxury. Easily drawn in by such words, Rat left his family and made his way to the city.
What he found was not what he had hoped for. He was treated as a second class citizen, and he was unprepared for the city's way of life. Without clothing, he mostly took the form of a dog, stealing what food he could. When he finally stole clothes, he took up mingling with the humans, though he couldn't keep his fingers out of his pockets. So he continued his life of petty crime, until he finally picked the wrong pocket. Though he got the wallet, Mabel Ackerman chased him down, following him through every twist and turn, over fences. He finally shifted to escape her, but she still found him, pinning him down. She gave him a choice: join her new police force or head straight to jail. He took the job eagerly, though claims to this day that he's reluctant to do the work.
Now needing a name, he took Rat, for since the day he had been nothing more than a street rat.
Notes: Feels out of place among the authority. Respects Mabel, though he has taken up a bird shift so that she won't be able to catch him again.

Name: Archibald Alphonse d'Artagnan Ampere IV. "Archie" for short.

Race: Human

Age: 28

Gender: Male

Appearance: Standing at just under 6', and just over when he's wearing shoes, Archibald is ever the image of prim and proper perfection. With his shoulders squared, his long blond hair styled just so, and his nose upturned at precisely the right angle, the man practically embodies the snobbery and self-righteous attitudes of the human upper-class. His constant half-smirk doesn't exactly do anything to change this impression.

A pair of wire-framed spectacles cover his emerald eyes, and his immaculately cleaned uniform rides his thin, wiry frame quite well. His clean-shaven face and skin has been treated with the same amount of care as his clothes. Make no mistake though, there is more than fat beneath his slightly tanned flesh; Archibald's body, though certainly not strong even by human standards, is in decent shape. He can at least manage a few laps about the gymnasium track before being winded.

Bio: The Amperes have been a part of Rosenheim's upper echelons for generations now, with Archibald being the house's latest heir. A family that has long prospered thanks to the strength and unyielding nature of human ingenuity, the Amperes are naturally inclined to be less than supportive of the recent civil-rights movement. Though not as outspoken as some of their neighbors, the clan has made sure to never let a single copper from their coffers make its way into the claws of a non-human.

Having grown up in such an environment, it is needless to say that Archibald has inherited his family's dislike of Rosenheim's newest inhabitants. In the years since the city opened its gates, he has made very little effort to set foot outside of Ivory Square, where he resides within the family manor. All of his friends, family, and even his fiancee live within walking distance, after all; why would he ever need to leave?

However, when word reached Archibald's ears of the reformation of the praetorians, he did not hesitate to march down to the city's central precinct and announce his intent to join the organization in its illustrious mission. And with his family's long and pure lineage (not to mention a healthy donation to the praetorian coffers), he was naturally accepted into the organization's ranks.

It was only later, after he had publicly announced his intentions, that Archibald learned of the praetorian's new goals and ideals. That they were no longer meant to be the bane of non-humans, but their protectors. Needless to say, the man was quite perturbed at this revelation.

But, bitterly, he refused to resign. He was an Ampere, after all. And if there's one thing an Ampere does not do, it is to go back on their word.

Notes: In terms of skills and talents, Archibald is somewhat lacking. He is a reasonably skilled pianist and believes himself to be a prodigious poet, but hasn't had much experience with the "real" world. On the other hand, his family has seen fit to allot him a sizable allowance. He is never short of funds, and is a shrewd enough businessman to haggle and negotiate himself into or out of most any situation he desires.

Name: Rory ?Watcher? Red

Race: Warg (Primary: wolf / Secondary: Falcon, Water Viper)

Age: 23

Gender: Male

Appearance: There?s something still slightly feral in Rory?s manner and appearance, something untamed that lingers even after three years of city life. With a head full of rather shaggy, tawny red hair and darker, hazel eyes, Rory cuts a charming enough figure. An ever present red scruff adorns his chin and cheeks, even though he shaves every morning. A quiet, reserved, almost serene demeanor tenda to draw the young man?s presence inwards, at times making him appear rather small, even though he stands at a broad-shouldered 5? 10?. His build is compact and well muscled, though that strength lies more in wiry sinew than bulk.


Rory?s quick to offer a slight smile or an easy laugh and take out some of the sting behind the slight bite in his presence. His clothes are always a bit loose or loosened, his shirts clean and pressed but almost perpetually untucked, as though he were still getting used to the concept of wearing clothes (or at the very least, quite so many). Relaxed but never sloppy, Rory keeps his desk and equipment, neat and tidy, everything clean, everything in its place.


There are several rather intricate tattoo?s scattered across Rory?s body, his familial pack markings. The most obvious of these are those that fan across his left cheekbone, radiating outwards from the eye, and those that coil about the knuckles of his left hand and extend all the way up his forearm. Warg tradition tells of magic in such marks, and truth be told, in Rory?s experience, a solid punch to the face can be a rather magical thing. The marks are hardly up to snuff as far as city regulations are concerned, but much is forgiven in the name of ?cultural diversity.?


As far as what lies beneath the skin is concerned, Rory trends towards the quiet and contemplative. He?s Watcher to his family for a reason. While his brothers might act on impulse or the belly emotions, Rory watches, and waits. They make a mess, Rory cleans it up once things are settled. When things get heated, Rory lets them cool and then makes peace. Although a bit more worldly then his parent?s find comfortable, Rory takes the spirit of the Old Warg ways to heart. In gentler times he might have been a philosopher, and in truth he has the makings of a seer. All things are circular, all things come and go, why stress? Rory mends the wounds, soothes the egos, makes sure the damages are paid for, and makes sure the bodies are properly disposed of.


Bio: The Red family hails from a nameless forest beneath a nameless mountain many leagues from any human city. For centuries they dwelled in those lands, family as nameless as the woods they roamed through. Surnames, land names, these things imply ownership, and Rory?s pack belonged to the woods as much as the woods belong to them, but a new world requires new ways. Things were good in the woods, but the pack had thrived and grown and was in need of new territory. At the seers? recommendations, they chose Rosenheim.


The wolves never thought very highly of the humans, some of Rory?s own kin stragglers absorbed into the pack after the night of blood and fire. What was done to them has not been forgotten or forgiven. Yet with this new era, the pack?s outlook was rather bright. Humans are not to be feared, their only strength lies in their numbers and at the end of the day, many cockroaches are still just... cockroaches. The seers teach that all life, all things, are circular. The humans have reached their apex, yes, but in time their fall will come, and the Warg, the Warg shall continue.


Rory?s family, just one small branch of the pack, along with several non wolf Wargs of the same woods, moved to Rosenheim as one cohesive unit, and have cut out quite a sizable chunk of Old Town as their own (several tenements along the border with Harvest Hill.) Rory?s direct family is huge, a mother, father, and seventeen children (of which Rory is the seventh born). Once they began to settle, their numbers swelled all the more. The concrete jungles of Rosenheim proved a more fearsome hunting ground than expected. The Reds soon had to expand on the definition of family, it could no longer be confined to the pack, or even Warg kind in general. Bright Kin, Dark Kin, Faye, Shedder, even the odd human too poor to abandon Old Town and possessed of a more open minded disposition, were all gathered in. They would rob their oppressors of their advantage, their numbers and diversity. The mission was simple: first survive, then thrive. In time, the Red Pack became the Red Clan. As an ingathering of so many like minded folk, the Red Clan avidly supports the city?s civil rights movement, though with an appropriate amount of distance, after all, Red methods are not always... legal.


With news of the formation of the Praetorians, it seemed wise to have a man on the inside. As the most calm and cautious of his siblings, Rory was the obvious choice (of course, he was also one the few amongst his siblings who hadn?t already had a run in with the law). He does his duty without complaint, even enjoys it to a point. He was always the problem solver, he might as well get paid for it, even if it means heeding a great many asinine rules (while on duty). Besides, at the end of the day, free gun!


Notes: As a wolf warg, Rory carries over a heightened sense of smell along with a slight bump to strength and speed from his wolf form. The wolf?s fur is as red as Rory?s hair, though its eyes are noticeably brighter.

For a wolf, Rory has an odd affinity for plants. His small apartment is full of various plants, some local, some he?s collected, and even a few from the old woods. He?s happy to offer great-grandmother?s ancient tea that cures flatulence, it may even work, though he never can tell with humans, they?re made funny. He also rolls his own cigarettes. Most of his fellow officers have learned to avoid them, they aren?t for the faint of heart.

In addition to the regulation revolver, Rory always has at least one decidedly non-regulation knife on his person. While he's a decent enough shot (after all, it's not as though he's paying for the training), knives don?t make a horrible bang that wakes up half the street when things get sticky, and they?re more apt to keep a fellow down than a baton.

Name: Jason Hunt

Race: Warg (Gorilla)

Age: 27

Gender: Male

Appearance: 6ft 4inches, and stockily built, Jason can be an imposing presence even when in his regular human form. Although he shaves and cuts his hair regularly, both grow back so quickly that he is seen with almost perpetual stubble and thick, unruly locks despite his best efforts to look tidy. Both kinds of hair are jet black against his chestnut brown skin, both of which bring his bright, emerald green eyes into sharp contrast. His heavy brow and squat, broad nose make him look as if he is perpetually scowling, although he does his best to respond to most situation with a smile.

His navy blue police uniform always seems to look uncomfortable and restrictive against his broad frame. However, Jason doesn't complain, and makes a conscious effort to keep it immaculate, and to keep his posture ram-rod straight when he's in it. It is of the utmost importance to him that he's seen to be a credit to the force. Unfortunately, half of his paycheck is often spent compensating the police for the uniforms of his that get torn asunder each time he transforms. At his hip he wears a long-barreled, .44 caliber revolver, which is always kept polished and loaded, even though it doesn't see much use. His gorilla form is terrifying, standing at over 8 feet tall when straight, with thick grey skin over solid walls of muscle. His canine teeth are almost as long as a man's forearm, his fists the size of their head, and he's covered from head to foot in thick black hair, silver on his back. The only aspect from his regular appearance that he keeps are his eyes.

Bio: Jason's childhood was poor, but not all that out of the ordinary. He grew up in a small terraced house in Old Town, the third of five children. His mother washed linen for a living while his father worked on the production lines in Redfields. A kid growing up in the slums has to know how to look after himself, as well as his own. Even so, his parents tried to instill Jason with a sense of calm and self-control. From an early age, it was clear he would grow to be a strong man, and that his warg form would be stronger still. Getting into petty fights with the other kids would be a recipe for disaster, and they didn't want their son to become the poster boy for anti-warg propaganda, 'proof' that their kind were inherently bestial and could not be trusted with civilised function. As hard as they tried, Jason was always a willful child, rash and impulsive, leading his peers to jest that he must also have some Talin blood in him. Although he did always seem to stop short of seriously hurting others, so that was at least a small success. His anger only got fiercer as he grew into adolescence, and became aware of the discrimination he faced in his day to day life. However, Jason wasn't the type to sit around brooding over the chip on his shoulder. He was going to make something of himself and prove them all wrong.

Jason started teaching himself to read and write, as well as do sums. He found the work tedious, but he persevered. In the mean time, he got a job working in Redfields, as his father. It wasn't a job he loved, but it was a steady wage and he was well-suited to the manual labour, so her made the best of it. Having these things to focus his attention on also helped him mellow a lot as he entered his adult years.

Jason had been keeping up his job and his tutoring for three years, when one night, walking home from his shift, he saw a young woman being accosted in an alleyway by three other men. At first, Jason tried to intervene without the aid of his warg form. This resulted in one of the attackers pulling a knife on Jason, and at the sight of this real and imminent threat to his person, Jason well and truly lost control. Two of the other men had the good sense to run at the sight of his terrible transformation. One did not, and ended up being tossed around like a rag-doll as Jason roared incomprehensibly. The man ended up with a shattered leg, collar-bone, and several ribs. Jason would have finished him off, had the woman he was defending not stood in his way. Even at the height of his wrath, something about her made him stay his hand. Her name was Emilia, a human and the daughter of a wealthy factory owner. She couldn't hide her fear of Jason's destructive potential, and yet despite that, she was kinder to him that any other human had been before, let alone one so far above his station. He loved her for it, and in time, she loved him back.

Her family however, was not so taken with Jason. Like so many of their status, they harboured all the usual prejudices against those of Jason's sort, and are convinced that no good will come of him seeing their daughter. For 2 years now, Jason has been trying his hardest to keep on his best behaviour, for Emilia's sake, and has been searching for a way to prove to her family, once and for all, that he is worthy of her. When he first heard about the Praetorians, they seemed like the answer to his prayers, and he signed up at once.

Notes: When in his warg form, Jason is possessed with extreme strength, lightning fast agility for something of his size, and a berserk tolerance of pain. He also has incredible grip with both hands and feet, able to clamber up sheer walls as easily as others climb stairs, and leap over rooftops in pursuit of suspects. However, what he gains in these aspects, her loses in self-control. When transformed, Jason is a piece of unguided ordinance. Once unleashed, it's no easy task to reel him in again.

He tries his best to present a quiet and demure personality most of the time. However, he is still prone to mood swings in more high-stress situations, becoming sullen and frustrated, before going on to display dangerous outbursts of rage.

Name: Sameera "Sam" Draven
Race: Dark Kin
Age: 67 (looks like 20 to a human)
Gender: Female
Rank: Constable


Appearance:

Sameera stands 6' 2'' tall and is of sturdy build.
Her face looks human, at least compared to other representatives of her species. Her sharp and distinctive cheekbones however, give her a certain animalistic yet aristocratic appearance. Her mouth looks normal at first glance, but that impression is utterly destroyed as soon as she grins. A grin that seems to split her face into two and quite literally reaches from one ear to the other and her mouth is entirely filled with sharp looking fangs. Her eyes are black, her shoulderlong white hair is always done to a strict looking ponytail. Her ears are long and pointed, also typical for Dark Kin
As long as she doesn't grin or laugh, her face has a human look.
Her skin is extremly pale, like a corpse's.
Her hands and nails look normal, like a human's would.

Preferred clothing:

She wears black suit trousers, a white shirt and a red waistcoat. Over shirt and waistcoat, she wears a black jacket. She also wears a red bow tie and a bowler from time to time (whenever she feels like it). If she's active during daytime, which is relatively rare, she always wears the bowler and additional gloves.
She doesn't really like her uniform, so she only wears it, when she has to.

Personality:

Calm and thoughtful on the outside, easy to anger and impatient on the inside. Very unusual for her kind.
She can get very brutal and even is a little sadistic.
During her time as a private investigator, she was met with general distrust and prejudices, which annoyed her, so she proceeded to call all humans "food", jokingly of course. Which inexplicably (at least for her) led to more distrust.
She has a strange sense of humor, that tends to creep people out.
She doesn't hold any particular attitude towards any of the other races.


Bio:

Sameera grew up in a small community of Dark Kin, as far away from the human cities as possible. Her life was quiet and peaceful. Or in her words: "Boring." She doesn't talk much about that time. Only few things are known:
She was 62 when her father died under myterious circumstances. The other Dark Kin, always anxious of her looks and behaviour, blamed her for his death and expelled her. So she wandered the world aimlessly for about a year, until she found Rosenheim.
The city immediately fascinated her and she decided to stay, slowly blending into the human society.

2 years after she moved to Rosenheim, at the age of 65, she was accused of murder after a series of brutal killings in her neighbourhood in Old Town. She was arrested and quickly released, after the murders continued even though she was in jail. With her pride hurt, she started her own investigations and actually managed to find the culprit faster than the police. The one that had stained her name. She didn't turn him over to the police however. She first decided to almost beat him to death and then turned him over.

Naturally, and against her expectations, she was then arrested and charged with assault, but given the circumstances of her victim being a wanted murderer she was sentecend to two years on probation and a hefty fine. Through that case she caught the attention of a small group of private investigators and was offered a job as investigator at their bureau. Since she got fired from her old job in a factory in Redfields, she happily accepted.

She was an outsider at the bureau, but generally liked the humans she met there. These private investigators mainly dealt with smaller cases of crime like theft, or finding missing people, pets and so on. It was mostly boring, but the payment was not that bad.

A few months ago, however, things changed again. One of her colleagues, got murdered by a serial killer. It was soon discovered, that the culprit was a mentally ill warg, who believed, that he had to consume human flesh and innards in order to survive. She armed herself with a silver rapier she "borrowed" from one of the victims' houses and searched the whole city for him, following the clues she gathered.

After she found his hideout he attacked Sameera. Defending herself with the silver rapier, she fought him head on and eventually made him unable to fight. She then called the police. That was the point when she first heard about the praetorians from one of the officers. She actually liked the idea behind it and applied. Given her past and her numerous clashes with the police she didn't think she would be chosen, but appearently the praetorians were desperate for new members and like that she was accepted.

She went through weeks of intense training (intense but too short for her taste) and finally got transfered to Mabel's unit as constable.

Notes:
Sameera is exceptionally strong, even for her kind, though all of her other Dark Kin skills, night vision and emotional manipulation, seem to be exceptionally underdeveloped.
Her preferred weapon is either the silver rapier or her fists.
She's currently learning fencing, in order to get better with her rapier.

Name: Calilia "Cali" Shaere

Race: Talin

Age: 21

Gender: Female

Appearance: Cali is of average height (5'4) with fair skin, long red-gold hair and green-gold eyes. She prefers dressing casually, though when on the job, she tries to keep her uniform looking as neat as she can, trying to make a good impression (though she might be trying a bit too hard). Cali also triesto put up a good face for the sake of her job, but that doesn't stop her from constantly eyeing her surroundings, as if excepting something to happen. People have accused her of being paranoid, Tali only retorts that "it's only being wary." She has a dislike (and distrust) of most rich folks, owing somewhat to her background.

Personality-wise, Cali can be a bit hard to get along with, as she can be stubborn, hard-headed, cynical, sarcastic, and outright rude. But underneath her brash exterior, Cali is a kind and caring person who wants the best for the people she cares about. She also has a strong sense of justice, which is tempered somewhat by her short temper. Cali was slightly soured by here experience when she first arrived, but won't let that ruin her chance to do good, despite her cynical outlook on life. For the sake of her job, she will grudgingly try to deal with any slurs that come her way, but if pushed too far, she can and will push back. She also likes to occasionally have a bit of fun at other's expense, usually just a bit of teasing.

Bio: Born and raised in a small Talin community, Cali grew up listening to stories of the past, and dreamed of the future. Her parents, both ranchers, tried to raise their headstrong daughter the best they could in the ways of ranching, but she was determined to make her own path in life. So when she was old enough, Cali left home for Rosenheim, hoping to make a difference. Instead, she found racial tension wherever she went. Not one to be deterred, Cali spent about a year doing odd jobs before she heard about the Praetorians, and signed up for training. She wants to be a good influence for other Talins (despite some of them thinking badly of her for working with the humans). Despite this - and her developing a rather cynical side - she keeps soldering on. (She has sent letters to her family back home about her new occupation, and, despite their concerns, both are still very proud of her.)

Notes: Cali dislikes her full name, finding it too "embarrassing". In her spare time, she likes to draw paint or read. She is fascinated by modern weaponry - a bit too fascinated, it seems - and has quickly taken to it. Cali has a soft spot for animals and children, though she tries to deny it. She currently lives in Old Town, and, despite the conditions, is at least making the best of it. She saves up every bit of money she's earned so far, though Cali also has a bad habit of splurging when she sees something she likes - especially food, preferably meat.

Name: Marcus Lloyd
Race: Dark Kin
Age: 234 (Looks mid to late twenties)
Gender: Male

Appearance: Marc stands at 5'7, constantly slouching, and with a thin lanky build. He has the identifying pale skin and angular features of his people, but only one fang that pokes out of his mouth. The other is replaced with a silver tooth, that looks human and altogether alien among the fangs. His hooded dark blue eyes are surprisingly sharp when he's paying attention, though for the most part they're glazed over in thought. His hair is black, falls to his neck, and is usually left to do as it pleases, only ever looked after when a special occasion hits. He's clean shaven.

He looks after his uniform surprisingly well, always kept neat and pressed, and only rarely does he miss a piece of it. He has a habit to crack each finger individually when talking, or playing with random objects. He can't seem to bring himself to look humans in the eyes, though he seems fine around other races.

Personality: Marc has a fairly childlike personality, leading most to believe he's stupid. His IQ is on the higher end of the spectrum, he just likes asking questions and learning. He also has a healthy fear of most things, and dislikes talking to people. despite finding them fascinating. He dislikes animals, though he owns a cat. He's prone to fits of depression, though he can usually fake happiness quite well.

Bio: Marc was born to a wealthy-ish family, in a predominately Dark Kin community. His father was a prestigious wizard, his mother died in childbirth. He could always feel a bit of resentment from his father, but he never acted on it. In fact, he barely acted at all, leaving everything to Marc's tutor. He was taught the basics of magic, but his interest lied in guarding the citizens as a mighty shield, rather than sit in a tower and study all his life. Then, on his 34th birthday, his life changed.

Waking up one twilight, he and his father felt the strangest thing. Impotence. Their magic did nothing, and their kin seemed to be flooding into their city. Marc felt as though a part of him died, he couldn't even imagine how his father felt. Still, they welcomed newcomers into the city as they tried to figure out what had happened. This effected Marc in several ways; His sleeping schedule was forced to change for those who walked under the sun, he was forced into eating beef rather than the odd human, and his studying stopped completely.

With new found free time and an inferior diet, a vaguely grumpy Marc wandered around the streets, looking for things to do. He met a few humans, simply playing as mortal children are wont to do. Playing, however, swiftly devolved into chasing around the "Bat Freak". He proved he was slower, they knocked out a tooth, but he knocked a few heads. He didn't kill anyone, luckily, but his father felt it was a decent enough reason to move away.

That action may have saved them both. The Purge started a couple weeks after they began travelling. Unfortunately, neighboring cities began to purge their citizenry as well. They found no refuge in the first city they tried, and a drunk human killed his father. It scarred him for the rest of his life, to see his blood shed so easily. He seemed to revert back to his childhood mindset, which was not helped by the general loneliness he felt on the road.

Marc wandered for a long time. A century passed, and he eventually settled down in the first city that'd let him in. Rosenheim. He lived in old town, doing odd jobs and staying on the better side of the law. He never talked much, he hated talking to people. He seemed to be annoy most, either by his race or disposition. He still held onto a childhood dream of being a guard, and when he heard of the Praetorians, he thought why not? It was better than what he WAS doing.

Notes: Marc's greatest power is his mind. He has a sharp eye, and is a quick learner. He is familiar with occultism and magical rituals, though he knows that they're pointless. He has no actual combat training, relying instead on natural superior strength and cheating to get through the days, and he's a pretty terrible shot. He prefers to use words and emotional manipulation over using his strength and violence.

Name: Collin Vandar

Race: Human

Age: 23

Gender: Male

Appearance: The first thing most people tend to notice about Collin is his height, or in this case the distinct lack of it. He falls just shy of five foot tall and has a diminutive slim frame. Most people would be unlikely to notice him at all if he didn't stand ramrod straight and hadn't cultivated a tangled mop of thick dark hair that he often deliberately ruffles upwards in a desperate attempt to make himself look taller. His round facial face features would probably quite forgettable with his dull grey eyes and short straight nose if it wasn't the fact he seems to constantly have a crooked smile on his face as if he's always laughing at a private joke. He's supposed to be clean shaven but if you look closely he's done a rather poor job of it, missing bits here and there.

It also looks as though they didn't quite have a uniform in his size as the one he's wearing looks too large and has led to Collin to be almost constantly trying to adjust it in an effort to look dignified. Collin always speaks in a friendly voice that's far louder than it should be and likes to think he can get along with anyone.

Bio: Collin was born within the bounds of Harvest Hill as part of a large farming family but it soon became apparent he was not suited to that life. He was physically the weakest of his siblings and strongly disliked farm work and would instead spend his time wandering around or hiding in the forest. After one particularly long bout of wandering Collin managed to stumble into Spring Crest and quickly fell in love with the film industry, spending days on end hanging around sets watching movies come to life around him. Eventually his father got sick of crew members dragging Collin back home at all hours and claimed that if he hated the farm so much he may as well work in Spring Crest. From that moment on, Collin spent his years setting up props, carrying equipment, working behind the cameras and eventually playing small background roles.

His favourite movies were without a doubt those about police and he came to work almost exclusively in that area. However, while Collin quite liked the idea of the police, he never intended on actually joining them, which came about quite by accident. While playing an extra police officer, Collin left the set still wearing his costume and was mistaken as an actual police officer by a civilian who called him to help stop some thugs robbing a store. He arrived at the scene and through a combination of wild bluffing and spouting police jargon he was able to stall the criminals long enough for the real police to arrive. For his efforts he was arrested for impersonating a police officer and spent a brief spell in a cell before someone suggested he be sent through the academy.

Collin was never exactly a star cadet and was failed twice before he eventually graduated on his third try and was to join the force working behind a desk. This wasn?t at all like he?d seen in the movies and Collin was desperate to get a transfer. His efforts to prove himself were rather bizarre; including catching stationery thieves and finding out who was nicking food from the break room. He eventually was transferred to a beat patrol and quickly established rapport with the locals. Nobody viewed him as threatening or corrupt and his beats were mostly quiet. He tended to solve his problems with words rather than force and often spent more time playing the part of a police officer than doing his actual work.

When the Praetorians were re-established Collin?s superior officers felt his non-violent and tolerant behaviour would be valuable in distancing the squad from its monster hunting past. They hoped his presence would improve relations between the various inhabitants of the city and so he was transferred to join the Praetorians.

Notes: Unfortunately a lot of his knowledge about the world comes from film sets so he is often wrong or confused about things. His obsession with the film industry has led him to collect a massive horde of movie memorabilia. He is notoriously terrible with money and rarely ever keeps any on hand.

Name: Mordecai "Doc" Vasir
Race: Talin (Bright Kin)
Age: 28
Gender: Male

Appearance:

Mordecai stands at about 6'2'', often seen either standing tall or crouching with lightly tanned skin and a lithe body shape. The hair is a dark green colour, often at shoulder length; whilst the eyes, due to having heterochromia, his left eye are a light blue, whilst the right is an amber colour. He is often seen wearing a pair of circular, heavily tinted, wire-framed light grey sunglasses with goggle sidings; this is to hide his different eye colors, whilst he isn't ashamed by them, he doesn't want others to freak out.

As for his uniform, given his nature as a combat medic, it has been modified accordingly for use when out in the field, aside from the aesthetic and symbolic nature of the white armband with a red cross which is worn on the left arm above the elbow, it also has various pouches and slots for medical implements and medicines that he can use when on duty and in the field, aside from the doctor's bag; though he does keep a spare standard uniform for when he is at the police precinct. However, when not on duty, he likes to dress in something that is smart, but also casual, and switches to a pair of lighter tinted sunglasses. Mordecai will also usually wear a long coat that reaches his shins on top of most of his outfits.

Personality wise, Mordecai is different to other Talin, instead of being boisterous and headstrong, he is more calm and thoughtful; whilst many claim this is a result of his work in the medical profession, some said he has always been like this, which one is true is uncertain. He will always try to remain mature and level headed in a crisis or confrontation, but will raise his voice, though not in anger, if someone either gets under his skin or annoys him greatly. Mordecai will stand up and protect others if they have earned his respect.

Biography:

Mordecai was born as part of a Talin community, which was situated on the plains south of the ancient Human city of Rosenheim. His parents were craftsman, creating elegant sculptures out of the wood and stone that surrounded their home; and whilst Mordecai showed the potential to follow in their footsteps, his reflexes helping him to create intricate pieces, he often dreamed of doing bigger and better things, that would benefit more people. Little did he know that his dream would come true, eventually.

It all began when Mordecai was around fifteen years of age. His mother had fallen ill, but the town physicians had no luck in being able to cure her. They sent messages to all the neighboring communities, asking for help, but no one came. One day however, a stranger came into town, having heard of the sickness, he claimed to be a doctor.

At first the Talin were suspicious of him; as this 'doctor' was dressed in such a way that obscured his face, making it difficult to determine who this person was. All they got was a name, Henri DuPont. Mordecai however was willing to trust this DuPont, if it meant his mother would be well again. He eagerly took the doctor to see his mother, who by this point was looking rather pale, like a ghost.

DuPont asked Mordecai to give him some space, so he could more effectively determine the illness; but he gave permission for the young Talin to watch. During this period, DuPont began to tell Mordecai stories of his travels throughout the world, encountering many strange and wonderful creatures.

These stories inspired Mordecai, who had always wanted to see the world, to see if the stories of the old world were true. Two days later, and the condition of Mordecai's mother had improved; whilst she wasn't able to carve right away, at least she was alive. For this everyone was grateful, but none were more grateful than Mordecai, who had finally found his calling, he would become a doctor like DuPont. After talking about with his parents, claiming that he owed DuPont for giving his mother back to him, offered himself as an apprentice to the good doctor.

Whilst at first DuPont was skeptical about taking on a Talin, he realised that it might be the first towards creating better relations between the two. So after gathering his things, Mordecai set off to see the world and to learn medicine. For the next ten years, the two went from town to town, helping those where they could, and during this time, Mordecai's skills improved, and he learned much about who DuPont was.

It came as a surprise that he had been learning under a human, who from stories he was told as a child, had killed many Talin and other non-humans centuries ago, and forced them out into the wilds. At first, Mordecai wanted to run away and return home, but DuPont pleaded and explained to him that humanity had changed over time, and rumours spread that they were considering to let non-humans into their cities.

Wanting proof that humanity had changed their ways, Mordecai demanded that he be taken to one of these cities; and so they set off for Rosenheim, taking a brief stop at home for supplies. Two days later, they had arrived in Rosenheim, and Mordecai was conflicted, whilst he was impressed by the scope and scale of the human cities, he was angered by the fact that he had to endure hardship because of his heritage.

DuPont explained that they only recently allowed non-humans in, and there were those who still had old grudges from centuries past. He asked Mordecai to preserve, and to continue helping those who needed healing; for he may be the cause of more friendly relations between humans and non-humans.

They later agreed to stop travelling, and to work in Rosenheim, with Mordecai acting as DuPont's assistant, as so to not arouse suspicion; they also agreed to diagnose and treat people of all races, whilst this at first caused a stir, their skill managed to win over some people. Over the next four years, they worked out of a chemist's in the City Center.

Mordecai recently heard that a mutli-species group called the 'Praetorians' named after a human group that existed centuries ago was starting to recruit people; thinking that this might prove a useful opportunity for a new set of challenges, and to help build relationships with other races, he signed up.

Notes:

During the ten years worth of travelling, Mordecai learned how to operate firearms, mainly to protect their supplies in case they were robbed. He prefers to use either a bolt-action rifle, or a pump-action shotgun, but will only use them for special occasions, given his nature as a medic. When threatened in close quarters, he may also pull out a bone-saw to defend himself.

He also happens to keep a pair of notebooks with him at all times. One was given to him by DuPont a few years into the travels together, and it contains the some total of all their medical knowledge; Mordecai keeps this nearby for references purposes. The second notebook is more like a personal journal, though it's used more often to take note of important bits of information, but it does have the odd secret in their, if you know where to look.

Name: Christopher ?Chris? Hemingr

Race: Shifter (Shedder)

Age: 22

Gender: Male(?)

Appearance: Androgynous to a fault. Many people can?t decide whether he is a masculine woman or a feminine man. Chris has a slender build and long - even over shoulder length - black hair, often tied in either a ponytail or a plait. He has a habit of rolling up long sleeves, the excuse being that they are uncomfortable for him. The same excuse is also used for his preference for leaving jackets and the like on the wardrobe rail. Also, Chris does have a certain fondness for waistcoats and a certain distain for hats.

Bio: Ever since the Night of Blood and Fire, there have been two branches of the Hemingr, one that chose to stay in the cities and one that chose to flee, living like nomads in the countryside. Chris and his identical twin (also called Chris, but as in Christine, since his sibling was more of a girly-girl.) were born to parents from the nomad branch. Their childhood was a normal one, but the two made sure they caused plenty of mischief with their antics. However, they wouldn?t always be together.

Chris (the girly one.), got bored in the boonies and went to live in Rosenheim with the other Hemingr branch, who had set themselves up in Ivory Square, masquerading as human nobles ever since there was a need to hide the fact they were non-humans. Before his sibling left, they both swore to never lose their birth skins, both in word and in blood. Afterwards, however, Chris found himself missing his twin and cursed himself for not leaving went he had the chance, the elders kept him in the countryside for four long years.

Tired of their mumbling about ?purification through pain?, and such pseudo-religious nonsense, not to mention rid of respect for them, on the eve his 22nd birthday, he ran away to Rosenheim. There, he quickly found Hemingr House and that his twin had the same idea about running away (Christine had built up quite the reputation.), in addition to a letter that seemed to be addressed to him about joining the Praetorians. He decided to accept, as a means to earn his keep.

Notes: A genuine rookie, but one that?s keen to learn. Nevertheless, he does have experience with the bolt-action rifle from hunting while living on the road.

Name: Christopher ?Chris? Hemingr

Race: Shifter (Shedder)

Age: 22

Gender: Male(?)

Appearance: Androgynous to a fault. Many people can?t decide whether he is a masculine woman or a feminine man. Chris has a slender build and long - even over shoulder length - black hair, often tied in either a ponytail or a plait. He has a habit of rolling up long sleeves, the excuse being that they are uncomfortable for him. The same excuse is also used for his preference for leaving jackets and the like on the wardrobe rail. Also, Chris does have a certain fondness for waistcoats and a certain distain for hats.

Bio: Ever since the Night of Blood and Fire, there have been two branches of the Hemingr, one that chose to stay in the cities and one that chose to flee, living like nomads in the countryside. Chris and his identical twin (also called Chris, but as in Christine, since his sibling was more of a girly-girl.) were born to parents from the nomad branch. Their childhood was a normal one, but the two made sure they caused plenty of mischief with their antics. However, they wouldn?t always be together.

Chris (the girly one.), got bored in the boonies and went to live in Rosenheim with the other Hemingr branch, who had set themselves up in Ivory Square, masquerading as human nobles ever since there was a need to hide the fact they were non-humans. Before his sibling left, they both swore to never lose their birth skins, both in word and in blood. Afterwards, however, Chris found himself missing his twin and cursed himself for not leaving went he had the chance, the elders kept him in the countryside for four long years.

Tired of their mumbling about ?purification through pain?, and such pseudo-religious nonsense, not to mention rid of respect for them, on the eve his 22nd birthday, he ran away to Rosenheim. There, he quickly found Hemingr House and that his twin had the same idea about running away (Christine had built up quite the reputation.), in addition to a letter that seemed to be addressed to him about joining the Praetorians. He decided to accept, as a means to earn his keep.

Notes: A genuine rookie, but one that?s keen to learn. Nevertheless, he does have experience with the bolt-action rifle from hunting while living on the road.
 

NinjaDeathSlap

Leaf on the wind
Feb 20, 2011
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Sounds very interesting. I've already got an idea for a character, but I'll come back once it's more refined. :)
 

EnigmaticSevens

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Sep 18, 2009
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I must say, I've been looking for an excuse to RP on the Escapist for the last couple of weeks, and this premise is quite intriguing. I'll leave a bit of interest sitting here for now and come back with a charrie in few moments.

Edit: One quick question for background purposes. How many years are we talking, since the return of these supernatural beings to the city?
 

Captain Anon

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Mar 5, 2012
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interesting hope this decent enough
Name:Joe Sullivan
Race:Human
Age:57
Gender:Male

Appearance:Joe is a short man with graying blond hair. He is an older and more experienced member of the CID. Because of this, he is respected by the police force and he has exploited it on many occasions in cases.

he's showed much knowledge of occult symbols and rituals. He also is shown to be an educated and intelligent man, and is able to create and process strategic moves. He is shown to change his strategy mid-battle if something unexpected happens, and is able to emerge victoriously.

Bio:Joe was born in Old Town his Mother died during birth and his Father threw him out when he was old enough a Detective found him, took him in and gave him a job as a policeman and later became a detective, one time he stopped someone from killing a child and the child's father revealed himself to be one of several surviving magic users and as a gift he gave Joe what he called a "Druid Staff".

Notes:Joe pretends to use a walking stick but it's actually the cane he used for combat by drawing symbols with the cane you then can carry out their magic.
 

Pappytech

Invested all my Souls into Res
Jun 7, 2011
2,172
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Quick question: are members of the force allowed to have their own personal catchphrases? And, if so, is profanity encouraged or discouraged?

In all seriousness though, this sounds like a fun concept. Are all characters going to be out in the field, doing patrols and solving cases, or can some of them take a desk-job or two?
 

booksv2

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Aug 17, 2012
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Name: Jon McShay
Race: Human
Age: 26
Gender: Male
Appearance: a 6?1? red headed green eyed man. Called a slob behind his back by other policemen he indeed looks like it. Put on report many times for a sloppily done uniform his commanding officers have stopped trying and just tell him to fix it when they see him.
Around other officers he looks sloppy. His uniform and person in clean disregard of the rules and orders. He has never made it past corporal because of his seemingly inability to keep himself presentable. His own home is clean and orderly, with books of information about the city, other races, and a special few he pen?d in himself about some of the people in the city, civilians and fellow officers. The contrast between how he dresses and how he keeps his house would make his comrades wonder why he does what he does, if any had come to his house in the 4 years he?s been on the police force.
The only part of his person that is up to regulation is his gun. Clean and shining it is always loaded, either on his hip or on his bedside table. Wearing a ammo belt around his waist while on duty he has trained himself to reload his gun fairly quickly when needed. His aim is average, while he has spent time trying to improve something is always coming up. If he finds himself in a close quarters fight he likes to keep one set of iron knuckles in the back of his belt.
Bio: growing up on harvest hill he always wanted to get out and do something better, having spent his time running among the trees. When he was 20 he left and joined the police academy, finishing he joined the police force just as Kalah was pushing the hardest for non humans to be allowed into the city?s. 3 years ago he started keeping notes on people he has met and the other officers he works with, thinking that in the future it might come in handy for something.
He was transferred to the praetorians because someone higher up thought he would be able to learn how to actually dress if put under captain Ackerman.
Notes: still a good runner from his kids days, having stayed in shape just in case. Took a few lessons on how to throw a punch but is in no way learned at it.

well, here's a sheet. this look like an interesting role play.
 

Dogmatic99

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Jun 24, 2012
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Pappytech said:
Quick question: are members of the force allowed to have their own personal catchphrases? And, if so, is profanity encouraged or discouraged?

In all seriousness though, this sounds like a fun concept. Are all characters going to be out in the field, doing patrols and solving cases, or can some of them take a desk-job or two?
For now I reserve judgment on catchphrases and CSI style one liners since I too would be super tempted to do them.

The point of this unit existing for such a special purpose is that they can be called in on a variety of jobs. I'd like to have a lot of the characters together for maximum player interaction and you'll each have your fair share of drama around the presinct too.
 

Dogmatic99

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Jun 24, 2012
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EnigmaticSevens said:
*points to question concerning number of years since monsters returned to the city*
Oops missed that. They've been kicking around for about 4 years now (city shedders not withstanding). The movement got off to a slow start but once it picked up steam it really got going.

While I'm responding to stuff. I've made a minor edit to the Faye ection to anyone who's interested in them that I forgot to include earlier. And to anyone interested in playing a shedder, yes the gender section is a little more fluid for you lot depending on what you're shifting into. Feel free to include a prefered gender or one your character identifies with better if you want, or don't psychology is funky like that.
 

Pappytech

Invested all my Souls into Res
Jun 7, 2011
2,172
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So... Initially, I thought I was going to play a non-human character. But, after getting this character concept in my head and realizing that I really, really wanted to go with it, I realized that he kind of had to be a human. Should still be fun though.

Name: Archibald Alphonse d'Artagnan Ampere IV. "Archie" for short.

Race: Human

Age: 28

Gender: Male

Appearance: Standing at just under 6', and just over when he's wearing shoes, Archibald is ever the image of prim and proper perfection. With his shoulders squared, his long blond hair styled just so, and his nose upturned at precisely the right angle, the man practically embodies the snobbery and self-righteous attitudes of the human upper-class. His constant half-smirk doesn't exactly do anything to change this impression.

A pair of wire-framed spectacles cover his emerald eyes, and his immaculately cleaned uniform rides his thin, wiry frame quite well. His clean-shaven face and skin has been treated with the same amount of care as his clothes. Make no mistake though, there is more than fat beneath his slightly tanned flesh; Archibald's body, though certainly not strong even by human standards, is in decent shape. He can at least manage a few laps about the gymnasium track before being winded.

Bio: The Amperes have been a part of Rosenheim's upper echelons for generations now, with Archibald being the house's latest heir. A family that has long prospered thanks to the strength and unyielding nature of human ingenuity, the Amperes are naturally inclined to be less than supportive of the recent civil-rights movement. Though not as outspoken as some of their neighbors, the clan has made sure to never let a single copper from their coffers make its way into the claws of a non-human.

Having grown up in such an environment, it is needless to say that Archibald has inherited his family's dislike of Rosenheim's newest inhabitants. In the years since the city opened its gates, he has made very little effort to set foot outside of Ivory Square, where he resides within the family manor. All of his friends, family, and even his fiancee live within walking distance, after all; why would he ever need to leave?

However, when word reached Archibald's ears of the reformation of the praetorians, he did not hesitate to march down to the city's central precinct and announce his intent to join the organization in its illustrious mission. And with his family's long and pure lineage (not to mention a healthy donation to the praetorian coffers), he was naturally accepted into the organization's ranks.

It was only later, after he had publicly announced his intentions, that Archibald learned of the praetorian's new goals and ideals. That they were no longer meant to be the bane of non-humans, but their protectors. Needless to say, the man was quite perturbed at this revelation.

But, bitterly, he refused to resign. He was an Ampere, after all. And if there's one thing an Ampere does not do, it is to go back on their word.

Notes: In terms of skills and talents, Archibald is somewhat lacking. He is a reasonably skilled pianist and believes himself to be a prodigious poet, but hasn't had much experience with the "real" world. On the other hand, his family has seen fit to allot him a sizable allowance. He is never short of funds, and is a shrewd enough businessman to haggle and negotiate himself into or out of most any situation he desires.

Everybody likes racists, right?

Edit: Okay, it looks the Escapist spoilers do not like accents. So, for clarification, Archie's surname is Ampère, with the accent over that first e. I just can't put it in the character sheet proper, as the formatting freaks out.
 

CrazyGirl17

I am a banana!
Sep 11, 2009
5,141
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Name: Calilia "Cali" Shaere

Race: Talin

Age: 21

Gender: Female

Appearance: Cali is of average height (5'4) with long red-gold hair and green-gold eyes. She prefers dressing casually, though when on the job, she tries to keep her uniform looking as neat as she can, trying to make a good impression (though she might be trying a bit too hard).
Personality-wise, Cali can be a bit hard to get along with, as she can be stubborn, hard-headed, sarcastic, and outright rude. But underneath her brash exterior, Cali is a kind and caring person who wants the best for the people she cares about. She also has a strong sense of justice, which is tempered somewhat by her short temper. For the sake of her job, she grudgingly deals with any slurs that come her way, but if pushed too far, she can and will push back.

Bio: Born and raised in a small Talin community, Cali grew up listening to stories of the past, and dreamed of the future. When she was old enough, Cali left home for Rosenheim, hoping to make a difference. Instead, she found racial tension wherever she went. Not one to be deterred, Cali managed to sign up with the praetorians, intending to be a good influence for other Talins (despite some of them thinking badly of her for working with the humans).

Notes: Cali dislikes her full name, finding it too girly for her tastes. In her spare time, she likes to draw paint or read. She is fascinated by modern weaponry and has quickly taken to it.

This is what I got so far, though I can change anything if I have to.
 

EnigmaticSevens

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Sep 18, 2009
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Name: Rory ?Watcher? Red

Race: Warg (Primary: wolf / Secondary: Falcon, Water Viper)

Age: 23

Gender: Male

Appearance: There?s something still slightly feral in Rory?s manner and appearance, something untamed that lingers even after three years of city life. With a head full of rather shaggy, tawny red hair and darker, hazel eyes, Rory cuts a charming enough figure. An ever present red scruff adorns his chin and cheeks, even though he shaves every morning. A quiet, reserved, almost serene demeanor tenda to draw the young man?s presence inwards, at times making him appear rather small, even though he stands at a broad-shouldered 5? 10?. His build is compact and well muscled, though that strength lies more in wiry sinew than bulk.


Rory?s quick to offer a slight smile or an easy laugh and take out some of the sting behind the slight bite in his presence. His clothes are always a bit loose or loosened, his shirts clean and pressed but almost perpetually untucked, as though he were still getting used to the concept of wearing clothes (or at the very least, quite so many). Relaxed but never sloppy, Rory keeps his desk and equipment, neat and tidy, everything clean, everything in its place.


There are several rather intricate tattoo?s scattered across Rory?s body, his familial pack markings. The most obvious of these are those that fan across his left cheekbone, radiating outwards from the eye, and those that coil about the knuckles of his left hand and extend all the way up his forearm. Warg tradition tells of magic in such marks, and truth be told, in Rory?s experience, a solid punch to the face can be a rather magical thing. The marks are hardly up to snuff as far as city regulations are concerned, but much is forgiven in the name of ?cultural diversity.?


As far as what lies beneath the skin is concerned, Rory trends towards the quiet and contemplative. He?s Watcher to his family for a reason. While his brothers might act on impulse or the belly emotions, Rory watches, and waits. They make a mess, Rory cleans it up once things are settled. When things get heated, Rory lets them cool and then makes peace. Although a bit more worldly then his parent?s find comfortable, Rory takes the spirit of the Old Warg ways to heart. In gentler times he might have been a philosopher, and in truth he has the makings of a seer. All things are circular, all things come and go, why stress? Rory mends the wounds, soothes the egos, makes sure the damages are paid for, and makes sure the bodies are properly disposed of.


Bio: The Red family hails from a nameless forest beneath a nameless mountain many leagues from any human city. For centuries they dwelled in those lands, family as nameless as the woods they roamed through. Surnames, land names, these things imply ownership, and Rory?s pack belonged to the woods as much as the woods belong to them, but a new world requires new ways. Things were good in the woods, but the pack had thrived and grown and was in need of new territory. At the seers? recommendations, they chose Rosenheim.


The wolves never thought very highly of the humans, some of Rory?s own kin stragglers absorbed into the pack after the night of blood and fire. What was done to them has not been forgotten or forgiven. Yet with this new era, the pack?s outlook was rather bright. Humans are not to be feared, their only strength lies in their numbers and at the end of the day, many cockroaches are still just... cockroaches. The seers teach that all life, all things, are circular. The humans have reached their apex, yes, but in time their fall will come, and the Warg, the Warg shall continue.


Rory?s family, just one small branch of the pack, along with several non wolf Wargs of the same woods, moved to Rosenheim as one cohesive unit, and have cut out quite a sizable chunk of Old Town as their own (several tenements along the border with Harvest Hill.) Rory?s direct family is huge, a mother, father, and seventeen children (of which Rory is the seventh born). Once they began to settle, their numbers swelled all the more. The concrete jungles of Rosenheim proved a more fearsome hunting ground than expected. The Reds soon had to expand on the definition of family, it could no longer be confined to the pack, or even Warg kind in general. Bright Kin, Dark Kin, Faye, Shedder, even the odd human too poor to abandon Old Town and possessed of a more open minded disposition, were all gathered in. They would rob their oppressors of their advantage, their numbers and diversity. The mission was simple: first survive, then thrive. In time, the Red Pack became the Red Clan. As an ingathering of so many like minded folk, the Red Clan avidly supports the city?s civil rights movement, though with an appropriate amount of distance, after all, Red methods are not always... legal.


With news of the formation of the Praetorians, it seemed wise to have a man on the inside. As the most calm and cautious of his siblings, Rory was the obvious choice (of course, he was also one the few amongst his siblings who hadn?t already had a run in with the law). He does his duty without complaint, even enjoys it to a point. He was always the problem solver, he might as well get paid for it, even if it means heeding a great many asinine rules (while on duty). Besides, at the end of the day, free gun!


Notes: As a wolf warg, Rory carries over a heightened sense of smell along with a slight bump to strength and speed from his wolf form. The wolf?s fur is as red as Rory?s hair, though its eyes are noticeably brighter.

For a wolf, Rory has an odd affinity for plants. His small apartment is full of various plants, some local, some he?s collected, and even a few from the old woods. He?s happy to offer great-grandmother?s ancient tea that cures flatulence, it may even work, though he never can tell with humans, they?re made funny. He also rolls his own cigarettes. Most of his fellow officers have learned to avoid them, they aren?t for the faint of heart.

In addition to the regulation revolver, Rory always has at least one decidedly non-regulation knife on his person. While he's a decent enough shot (after all, it's not as though he's paying for the training), knives don?t make a horrible bang that wakes up half the street when things get sticky, and they?re more apt to keep a fellow down than a baton.

Alright, here we go! Please let me know what all needs adjusting.
 

Ruedyn

New member
Jun 29, 2011
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Will finish the bio soon, sorry.

Name: Marcus Lloyd
Race: Dark Kin
Age: 234
Gender: Male

Appearance: Marc stands at 5'7, constantly slouching, and with a thin lanky build. He has the identifying pale skin of his people, but only one fang that pokes out of his mouth. The other is replaced with a silver tooth, that looks human and altogether alien in his mouth. His hooded dark blue eyes are surprisingly sharp when he's paying attention, though for the most part they're glazed over in thought. His hair is black, falls to his neck, and is usually left to do as it pleases, only ever looked after when a special occasion hits. He's clean shaven.

He looks after his uniform surprisingly well, always kept neat and pressed. The problem only arises when you realize he only wears it about half the time, showing up to work in civilian clothes simply because he can. He has a habit to crack each finger individually when talking, or playing with random objects. He can't seem to bring himself to look humans in the eyes.

Bio:

Notes: Marc's greatest power is knowledge. He has a sharp eye, and is a quick learner. He is familiar with occultism and magical rituals, though he knows that they're pointless. He has no actual combat training, relying instead on natural superior strength and cheating to get through the days, and he's a pretty terrible shot.
 

Dogmatic99

New member
Jun 24, 2012
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Pappytech said:
-snip-
Fine stuff! Always good to have an blatant racist on the team in these times of upheaval, welcome aboard.

booksv2 said:
-snip-
Everything seems in order with Jon though I'd suggest fleshing out his bio a little, nothing major just the little details like where does he live now? What does he like to do in his spare time? and his opinion on non-humans or if he's had any encounters with them at all.



CrazyGirl17 said:
-snip-
Good sheet though I would give the same advice I gave to booksv2 and consider fleshing her out a little. Again just the little things.

EnigmaticSevens said:
-snip-
Very nice sheet though I feel I should mention that wargs aren't limited to just 1 animal form. As I've said to other people interested in them I'm asking that people don't go crazy with the number of forms their character can take and think of what animals their character would have had contact/experience with.

I really like how much he identifies with the wolf but don't be afraid to rock up as a badger or a ferret if the situation calls for it... or something cooler... though I fail to see what could be cooler than a werebadger >.>


Captain Anon said:
-snip-
Fraid we have a few problems here.
His apperance could use more details, I don't have much of an idea of how he looks other than being grey/blonde and short or how he acts around other people. You said what he's like in a fight but what about social situations?
Then there's his bio, it just seems to jump from point to point. It sounds as if he's allowed to become a policeman because he was forcibly adopted by one, nevermind going through training or the academy, this isn't the kind of job you can just give away. And why did his dad kick him out?
Then one time he saved a child, why was someone trying to kill this child? Was it part of a case, was your guy just passing by?
Why did he join the praetorians? If he's a respected detective why would he end up in a unit that no one wants to be a part of where he'd have to do lowly grunt work?
Then there's the druid staff thing. I mentioned in the OP a few times that magic has left the world. It's gone with no trace or left overs. If he has a staff then it's just a stick.
You've got the basic framework of a character here now just take a breath and give him some details. Turn him into a believable person.

Ruedyn said:
-snip-
Just a quick note: I know we've got a lot of people with scruffy uniforms and that's fine since you lot are a rag tag bunch but you aren't plain clothes police. Showing up to work out of uniform especially in the police force would just lead to you being sent home to change.
 

NinjaDeathSlap

Leaf on the wind
Feb 20, 2011
4,474
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Okay, here's my effort...

Name: Jason Hunt

Race: Warg (Gorilla)

Age: 27

Gender: Male

Appearance: 6ft 4inches, and stockily built, Jason can be an imposing presence even when in his regular human form. Although he shaves and cuts his hair regularly, both grow back so quickly that he is seen with almost perpetual stubble and thick, unruly locks despite his best efforts to look tidy. Both kinds of hair are jet black against his chestnut brown skin, both of which bring his bright, emerald green eyes into sharp contrast. His heavy brow and squat, broad nose make him look as if he is perpetually scowling, although he does his best to respond to most situation with a smile.

His navy blue police uniform always seems to look uncomfortable and restrictive against his broad frame. However, Jason doesn't complain, and makes a conscious effort to keep it immaculate, and to keep his posture ram-rod straight when he's in it. It is of the utmost importance to him that he's seen to be a credit to the force. Unfortunately, half of his paycheck is often spent compensating the police for the uniforms of his that get torn asunder each time he transforms. At his hip he wears a long-barreled, .44 caliber revolver, which is always kept polished and loaded, even though it doesn't see much use. His gorilla form is terrifying, standing at over 8 feet tall when straight, with thick grey skin over solid walls of muscle. His canine teeth are almost as long as a man's forearm, his fists the size of their head, and he's covered from head to foot in thick black hair, silver on his back. The only aspect from his regular appearance that he keeps are his eyes.

Bio: Jason's childhood was poor, but not all that out of the ordinary. He grew up in a small terraced house in Old Town, the third of five children. His mother washed linen for a living while his father worked on the production lines in Redfields. A kid growing up in the slums has to know how to look after himself, as well as his own. Even so, his parents tried to instill Jason with a sense of calm and self-control. From an early age, it was clear he would grow to be a strong man, and that his warg form would be stronger still. Getting into petty fights with the other kids would be a recipe for disaster, and they didn't want their son to become the poster boy for anti-warg propaganda, 'proof' that their kind were inherently bestial and could not be trusted with civilised function. As hard as they tried, Jason was always a willful child, rash and impulsive, leading his peers to jest that he must also have some Talin blood in him. Although he did always seem to stop short of seriously hurting others, so that was at least a small success. His anger only got fiercer as he grew into adolescence, and became aware of the discrimination he faced in his day to day life. However, Jason wasn't the type to sit around brooding over the chip on his shoulder. He was going to make something of himself and prove them all wrong.

Jason started teaching himself to read and write, as well as do sums. He found the work tedious, but he persevered. In the mean time, he got a job working in Redfields, as his father. It wasn't a job he loved, but it was a steady wage and he was well-suited to the manual labour, so her made the best of it. Having these things to focus his attention on also helped him mellow a lot as he entered his adult years.

Jason had been keeping up his job and his tutoring for three years, when one night, walking home from his shift, he saw a young woman being accosted in an alleyway by three other men. At first, Jason tried to intervene without the aid of his warg form. This resulted in one of the attackers pulling a knife on Jason, and at the sight of this real and imminent threat to his person, Jason well and truly lost control. Two of the other men had the good sense to run at the sight of his terrible transformation. One did not, and ended up being tossed around like a rag-doll as Jason roared incomprehensibly. The man ended up with a shattered leg, collar-bone, and several ribs. Jason would have finished him off, had the woman he was defending not stood in his way. Even at the height of his wrath, something about her made him stay his hand. Her name was Emilia, a human and the daughter of a wealthy factory owner. She couldn't hide her fear of Jason's destructive potential, and yet despite that, she was kinder to him that any other human had been before, let alone one so far above his station. He loved her for it, and in time, she loved him back.

Her family however, was not so taken with Jason. Like so many of their status, they harboured all the usual prejudices against those of Jason's sort, and are convinced that no good will come of him seeing their daughter. For 2 years now, Jason has been trying his hardest to keep on his best behaviour, for Emilia's sake, and has been searching for a way to prove to her family, once and for all, that he is worthy of her. When he first heard about the Praetorians, they seemed like the answer to his prayers, and he signed up at once.

Notes: When in his warg form, Jason is possessed with extreme strength, lightning fast agility for something of his size, and a berserk tolerance of pain. He also has incredible grip with both hands and feet, able to clamber up sheer walls as easily as others climb stairs, and leap over rooftops in pursuit of suspects. However, what he gains in these aspects, her loses in self-control. When transformed, Jason is a piece of unguided ordinance. Once unleashed, it's no easy task to reel him in again.

He tries his best to present a quiet and demure personality most of the time. However, he is still prone to mood swings in more high-stress situations, becoming sullen and frustrated, before going on to display dangerous outbursts of rage.
 

Dogmatic99

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Jun 24, 2012
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NinjaDeathSlap said:
-snip-
Really cool sheet, I like the idea of a hulk style character and he seems very well realised. I'm guessing his family had to hide the fact that they were wargs since Jason grew up in post purge Rosenheim? If not then he would have grown up outside the city like the other wargs.