|
|
|
|
|
|
Posted: Sat Apr 21, 2007 7:23 pm
I don't care what rules you're used to topside. Down here everything's different. Ain't no sun or moon or friends to watch your back -- fella, the only things with eyes on your back are us. Table of Contents 1 - YOU ARE HERE~ 2 - Terms 3 - About Ratkin 4 - His Death 5 - The Ghost 6 - Talents 7 - Keeper 8 - Stuffs 9 - Stuffs 10 - Stuffs
|
 |
 |
|
|
|
|
|
|
|
|
Posted: Sun Apr 22, 2007 9:45 am
Aspects: The equivalent of jobs. Ratkin have eight aspects, four of which are known as Freak Aspects. Freak Aspects are held by those Ratkin who have spent too much time in Umbra and come back with a good portion of their sanity gone. A Ratkin chooses his or her career based on talents, abilities, and the hallucinations they see during the Rite of the Birthing Plague.
Bone Gnawers: The lowest tribe of the Garou and the only werewolf allies of the Ratkin
Fera: The collective term for the other shapechanger races, also known as the Changing Breed
Gaia: The primal force of good, the mother of all creatures, and the name of Earth (not to be confused with the Gaiaonline planet)
Homid, Crinos, and Rodens: The three forms of a Ratkin. Homid is a human form, Crinos is a form in between a rat and a human, and Rodens is the wharf rat form. Only a wererat can take all three forms. Homid is also a term used to describe a Ratkin who is born of a human and a Ratkin, and Rodens a Ratkin born of a Ratkin and a normal rat. Rodens Ratkin may take a human form, however their voices are squeaky and high-pitched.
Metis: A child born of two Fera parents of the same race (i.e. both parents are Ratkin). All metis are born in the Crinos form, that is, somewhere between a man and a beast. A Ratkin metis must undergo the Rite of Birthing Plague in order to be considered a wererat. The Ratkin, unlike the Garou, do not have an social taboos about creating Metis.
Nosferatu: One of the vampire clans, supposedly the most warped and deformed. They are notorious for living in sewers, bringing them into frequent contact with the Ratkin.
Rite of the Birthing Plague: This rite involves summoning an Avatar of Rat to bite a prospective Ratkin (someone born of the union of a Ratkin with a human or a rat). If the victim survives the plague, a ravaging disease which changes the body forever, she becomes a wererat. If not, the victim dies. Ratkin have hallucinations during the course of the Plague in which Rat and other spirits appear and give them revelations of their life to come.
Rite of the Pain-Dagger: This rite involves preparing a specially constructed dagger. The rite requires the performer to prepare the dagger and then bond the dagger to him or herself. After being treated in this way, the dagger continually oozes minute amounts of a poison, which causes aggravated wounds. The poison does not have an effect on the maker of the dagger.
The Nine Plagues: The equivalent of clans of Ratkin
Totems: Magical beings who act as guides to other creatures. All Ratkin have Rat as their totem as well as their God.
Umbra: The spirit world. Ratkin can move through Umbra, which is faster than moving through the real world.
War of Rage: A period where the Garou felt they were Gaia's gift to the world and sought to kill all other Changing Breeds. The Ratkin suffered huge losses at the hands of the Garou, and lost their Bard aspect.
|
 |
 |
|
|
|
|
|
|
|
|
|
|
Posted: Sun Apr 22, 2007 9:56 am
Quote: Ratkin are a kind of Changing Breed. As most breeds, Ratkin were given a mission by Gaia, and that would be controlling human population by eating their food and spreading disease and pests and it worked until Garou decided to exterminate all of the other Breeds in the so called War of Rage. Since them, the Ratkin had to live in the margins of human society and could barely make it but because of the rapid urban growth, they recovered and once again are in ascendance. Ratkin are feral and brutal, mainly because they are Wyld-touched, meaning they can not only frenzy like others shapeshifters but also hallucinate in a state called Rapture. Ratkin are still very distrustful of Garou even now, because one of their aspect was completely destroyed during the War of Rage, the equivalent of Garou's Galliards or Bards. However, before they were slain, they foretold that in the final days the Ratkin would come back from their secret refuges just as happened. Quote: HistoryThe Ratkin have always been the skulkers-in-shadows, the outcast, the unwanted. Wherever they live, they impede human civilization. Their original job was to keep a watch on the humans and make sure they didn't grow too far great. They ate surplus grain to keep the humans from growing out of control. They used to play with urban Faeries and befriend the Bone Gnawers and the vampires who would have them, but they all knew their noble purpose and never shied from it. Protectors of man. Shepherds of man. Until the wolves decided they were Gaia's gift to human• kind, that they would enforce their law and their will with tooth and claw instead of subtlety and natural selection. The Ratkin were herded together and slain en masse. Only a few of the children of the Rat were left alive, and those went into hiding, burrowing deep into the wainscoting of the city. They learned to live where no-one else would live: in the empty, forgotten buildings of the city, the ruins, the hollow walls. The race of Ratkin have grown steadily more and more bestial over the years, since it is much easier for them to mate with one of their rodent cousins than it is to seduce a human. They are among the ugliest of Gaia's children. They seethe with Rage, with anger against those who have vanquished them, with anger against those who dwell in the sunlight realm. They remain outside society, seeking only to protect themselves and stay alive. They found that the Bone Gnawers still did not bear them ill will, and soon forged a lasting alliance with them. The Bone Gnawers held them in religious respect, believing them avatars from Rat himself. The Ratkin still believe the Garou cheated them of their birthright as protectors of humanity. Still, they feel they are the lords of the shadow city, the warriors of those who dwell in the sewers. From time to time their rage boils up and they attack Garou, leeches, and humans alike. OrganizationThe Ratkin have one tightly-knit den. Every Ratkin knows every other Ratkin. There are so few left that it is easy to know most of the others, and tales are told of the elder wanderers who are rarely seen. They have family reunions every once in a while, usually held in the largest human city they can find: Tokyo, New York, Singapore. The eldest rule, but all Ratkin are essentially bound only by their family ties. Regardless of their actual relations, they tend to adopt new familial titles like Aunt, Uncle, Grandfather, Brother, deciding in some complex and mysterious way where they all fit in the Ratkin "family tree." The Ratkin often hire themselves out as assassins. They are not hard-bought: their needs for survival are many. They will accept money or barter for an assignment to slay a Garou, a vampire, or a mage. The only time they will not attempt the assassination is if Rat himself warns them away. Ratkin are hardened, and have grown to hate most of humanity, Garou, the leeches and mages. Wererats have turned their back on Gaia, since they feel She has tumed Her back on them, and seek only to survive the upcoming Apocalypse. Their curiosity as a race is the only thing that prevents them from leaving Gaia to whatever fate she may suffer -- that, and the fact that deep in their collective psyche lies the hope that Gaia (or the Garou) will one day come to them and plead for aid. It is said that a lost tribe of Ratkin left Gaia many years ago for another realm, where they now live as lords and ladies. This realm, called Paradise, is believed mythical by most Ratkin. Only those few rats, metis, or homid Ratkin who survive the birthing plague can be wererats. The UmbraRatkin move through the Umbra by stepping through Shadows, just as Garou step sideways. They have a network of rat-tunnels through the Umbra that are so small as to be undetectable by Garou, tunnels that stretch from city to city and span across the entire world. Otherwise, they don't spend much time in the Umbra. LanguageThe Ratkin speak in a language of clicks, squeaks, and barely audible whispers. Their language is always spoken quietly, and few outsiders perceive it as anything other than random noise. Some Ratkin have learned to speak the Bone Gnawer's version of the Garou tongue. HabitatThe Ratkin live in the ruined parts of the city. They usually stay in rat form, since rats usually have an easy time hiding from humanity. They fearlessly protect their domains, and anyone who threatens them will feel the bite of their pain-daggers. AspectsRatkin choose a specific career within the Ratkin community based on their talents and abilities, and hallucinations they experience during their Rite of the Birthing Plague. They often have an apprenticeship with one of their Aspect to help them learn their Way. Warrior: Ratkin Warriors are the defenders of their kind, well-versed in combat. They usually they learn guerrilla tactics at the hands of their masters and learn to utilize the environment of the underground world to aid them in hunt and battle. They originated the Rite of the Pain-Dagger. A Ratkin is not considered an adult Warrior until she makes her own such dagger. Tunnel Runner: Ratkin Runners are the messengers, scouts, and spies of the Ratkin. They are the originators of the Rite of the Bolthole, and know the secret means from traveling from city to city. Curiously enough, some Runners "adopt" a Bone Gnawer or Nosferatu out of a strange combination of admiration, respect, and curiosity, and will aid their adopted child in many activities. Shadow Seer: Ratkin Seers are the shamans of the people. They interact with the spirits and other animal dwellers in the city, and often are friends with electricity spirits or Glass Elementals. Knife Skulker: Ratkin Skulkers are the ritualists, the servants of Rat, among the wererats. However, they see themselves more as public servants. They watch everything in secret, using the Runners for information, and make judgments on the Ratkin and their dealings with the rest of the world. From time to time, the Skulkers serve as assassins, using their abilities to sneak past guards and dispatch enemies of the Ratkin. They know the Rite of the Questing Stone and many of the punishment rites. They also conduct the Rite of the Birthing Plague for untried Ratkin. There was, at one time, a Galliard•like aspect among the Ratkin, the bards and singers of their kind. They were the first to die in the great war that the Garou waged on the Kin to the Rat because they were the go-betweens, the representatives of the Ratkin to the Garou. Their tradition is completely dead, their rites lost, and Ratkin culture has fallen into the keeping of the Tunnel Runners, who try to perpetuate the ancient traditions of the people. Racial AbilitiesAll Ratkin have absolute sense of direction underground and an excellent spatial sense. They are able to tell how far and how deep they have traveled, and often know their way around a sewer maze or a tunnel network without ever having traveled there before. They have very good night vision, even in human form. They have incredible hearing. Ratkin possess the same healing factor as werewolves and are immune to all forms of disease (something in the Birthing Plague causes them to build up immunities against everything). In truth, they never get over the Birthing Plague, it simply remains dormant inside them and serves as a hyperimmune system. If, through some magical means, the Ratkin are cured of this plague, they will cease being wererats and revert to their normal breed species. Metis Ratkin will die. Quote: BreedsThe Ratkin can't easily pass on their shapechanger nature to their offspring. Only those children who are subjected to the Rite of the Birthing Plague stand any chance of becoming wererats; offspring who don't undergo the rite are forever Kinfolk. Since children born to two Ratkin parents are infertile, the Ratkin subject all their metis to the rite. Unfortunately, metis are less likely to survive the Birthing Plague. Only the fact that the Ratkin have no taboos about breeding with one another ensures that there aremetis wererats at all. FormsThe Ratkin, hardly the most warlike of the Changing Breeds, possess only three forms: Homid, Crinos and Rodens. Homid: Most Ratkin seem normal enough in their human form. However, few of them could be called pretty without a heavy dose of charity. The majority are short and homely, with compact, sleek frames. Beautiful or hulking Ratkin aren't unknown, just rare. Crinos: A Ratkin's Crinos body is nowhere near the towering battle-form of the Garou. The wererat gains maybe 15 percent in muscle bulk, but his height doesn't increase more than a few inches. However, he becomes exceptionally lithe and can traverse any hole he can put his head through. A wererat in Crinos may attack with his claws, but only his bite causes aggravated wounds. His tail is totally prehensile in this form, and may even wield weapons. The Ratkin may use no more than half his Strength with his tail, but moderately complex manipulations (like untying knots) aren't beyond him. Rodens: In rat form, the Ratkin seems to be nothing more than a largish wharf rat.
|
 |
 |
|
|
|
|
|
|
|
|
Posted: Sun Apr 22, 2007 12:33 pm
*Note: This takes place during the War of Rage (listed above), and I've called the bard aspect Earth Singers. Skittles belongs to the Plague "Horde" and is a Rodens-born Ratkin turned full wererat. In terms of names, Ratkin are named after the item or package they pull out of the trashcan when they come of age, which is why he is named such.
"Go quickly and quietly," Knife Skulker Foil had told the small group of Tunnel Runners, "We need to know all we can. Do not alert anyone to your presence." And they were dismissed.
Fear. It filled the air young Skittles breathed making his whiskers twitch and the fur on the back of his neck prickle. He unconsciously pressed his wharf rat body closer to Reese's as the pair skittered through the tunnels of the Undercity. The packed earth felt cold beneath his small paws, slightly moist but not enough to leave deep footprints. Nonetheless, Reese ran quickly and lightly, and Skittles was forced to follow suit. Whatever they were tracking might try and use their tracks against them. The sharp turn his companion made forced him to focus on what he was doing instead of what he had done. He needed to focus otherwise he'd get left behind. When Reese slowed to a halt Skittles did the same, red eyes peering curiously at his friend. The silence in the tunnel was broken only by the rumble of the earth, vibrations like war drums traveling through the dirt and up into Skittles' little pink feet. He shivered.
Skittles didn't like this, not one bit. He'd felt the vibrations earlier, however he was not sure that they were something to react so fearfully to. Surely if there had been danger the Tunnel Runners already out there would have said something. Only... they hadn't come back. Was that what had worried Knife Skulker Foil? That made more sense than fearing vibrations. A sharp n** from Reese reminded him on their mission and he reluctantly pulled his mind away from that train of thought. The message from his litter-brother was clear: keep your mind on your work. Skittles noticed that Reese was still watching him as they ran together, and he responded with a small sniff. Yes, he was paying attention now. There was no need to stare at him with reproachful red eyes, now was there? The sniff seemed to satisfy his litter-brother, for no more was said between the pair until the vibrations started becoming more noticeable.
The floor was practically rumbling when Skittles and Reese sought shelter in a small hole in the tunnel walls. There they waited, still and silent as the wall itself. For a moment, the vibrations stopped. Then they started up again, and a troupe of creatures turned the corner and marched passed Skittles' hiding place. Skittles could hardly contain his gasp, and he felt Reese stiffed beside him. They were huge, more than double the size of any Ratkin, with broad shoulders and a snout that was blunted at the end. It looked like someone had pulled their face out, and their teeth and jaws had just adapted. Their tails were large and bushy, something that Skittles found rather intriguing. Having only ever seen Ratkin for his entire life, the creatures seemed strange to him. Yet he knew what they were, for they had heard stories of old. The Garou.
The Earth Singers had once told great tales of the Garou, largest of Gaia's children. They chose to live in the Upper World, and as such their rage was controlled by Luna's changes. Few Ratkin had ever seen a Garou up close, for it was not often that the two Changing Breeds needed to converse. Even then, the talking was done about ground, never in the Undercity. The Garou complained the tunnels were too small for them, though it was common Ratkin knowledge that the Garou feared enclosed spaces. Skittles had never known if this was true or not, but if it was, the presence of so many Garou marching purposefully through the Undercity tunnels was both frightening and unnerving. It made Skittles' whiskers tingle. Considering the last time his whiskers had tingled like this the den had nearly been flooded, he had every right to anxious. Something was not right. His litter-brother expressed similar sentiments.
"They wear the air like a cape warning of bloodshed," Reese whispered, the expression sounding strange in words yet Skittles understood their meaning. These Garou did not come to speak with the Horde. They came—"hunting." Reese finished as the vibrations started up again, signaling the approach of another group of Garou. Skittles saw Reese's eyes harden and his lip curl in a silent snarl. Before the next batch of Garou could get close enough to hear their whispers, Reese spoke hastily to his litter-brother, "Go now. Report to Knife Skulker Foil, tell him they are coming and the Horde has to leave now. Go quickly!"
Skittles had no choice but to obey Reese. The wharf rat darted out from their hiding place and skittered off in the direction of their den. He took as much care as the situation would allow not to leave noticeable tracks, hoping the Garou would not follow him. Something about his brother's tone made him feel like the Plague was being threatened. The need to keep himself hidden forced him to remain in Rodens form until he neared the corner that would take him inside the den. With the entrance in side, the change to his Homid form began. It was difficult to attempt while running, however Skittles did his best to make a completely transformation before he rounded the corner. His rough treatment of his body became visible in the cuts and scrapes he received where skin had hit rocks or rough gravel.
"Knife Skulker Foil! Knife Skulker Foil!"
Skittles' chest heaved as he forced himself to run as fast as his body would allow after a change. He had to tell Foil what Reeses said and then go back to his brother. All but collapsing at the feet of the Knife Skulker, Skittles clutched the edge of the older Ratkin's trousers. He ignored the crowd around him, ignored the sounds they made as he focused solely on his mission. Even the cuts and scrapes on his body felt like nothing in the light of what he had to do. He would not leave Reeses out there for longer than he needed to.
"Leave now! We have to leave now! They're here! Here now!"
He squeaked out frantically, repeated the message his brother had entrusted him. A look of realization crossed Foil's face and Skittles was away from him immediately. He would not leave his litter-brother out there while the den was being fortified. Better they were together than fighting on separate sides of the battlefield. Better they were together in case a rogue Garou decided to attack them. Not willing to risk exposing his brother, Skittles darted into a dark corner and started to shift back into his rat form. Thinking was never really his strong point, and thinking during a change was as impossible as turning your head 360 degrees. It just couldn't be done. Thus Skittles had to wait until his body had adjusted to the shift before setting off to find his brother.
However when Skittles reached their previous hiding spot, there was no sign of Reese. A quick snuff told him that there had been no scuffle or fight here. Either Reese had left or a Garou had pulled him out cleanly, leaving no blood. The latter seemed highly improbably, as Reese had enough intelligent to make up for Skittles' obvious lack thereof. He would not have been caught so easily. So Skittles left the little hole to go and search the tunnels for his brother. Reese had covered his tracks well, and Skittles had to look long and hard for a lead. He was just about to turn around and choose a different tunnel when a shout caught his attention. Fearing the worst, Skittles dashed down the tunnel. He had forgotten that his rat form would be all buy useless in a conflict. Thus, when he rounded the corner he ran right under the food of a stumbling Garou. Pain blossomed across his back as he felt the heel of the werewolf crush his back end. His shriek of pain saved his life, as it started the Garou enough to make him instinctively jerk his foot up off of Skittles before he did anymore damage. Nevertheless, the Ratkin could do nothing by lie there as his chest heaved and his vision blurred from the pain.
He knew he should change his form and go find his brother but he could scarcely pull his body along with his front feet, much less change shape. Luck seemed to be with him, as the scuffle he'd stumbled on had been between a Garou and Reese. Skittles' distraction had given Reese ample time to slit his throat, and now the Ratkin was searching for the squeaker. It didn't take him long to find Skittles' rather flat body. Skittles was picked up very gently by his litter-brother and cradled in his pink rat-human fingers. "Brother," he whispered, his voice sounding choked, "Can you change? We need to get you back before they discover us." Skittles wanted to tell Reese to simply put him down somewhere and hide, but he doubted his brother would listen. He'd have to keep his Crinos form in order to carry Skittles, which meant that he'd be easier to track and find. There was no use sacrificing his escape in order to save his life.
The sound of approaching footsteps made Skittles' heart hammer in his chest. Now. They had to go now before they met another Garou. Reese's nose twitched and he took off at a flat out run, sensing the danger almost as well as Skittles did. His litter-brother ran with his broken body cradled against his chest, so focused on evading the Garou behind him that when he darted down a side passage he failed to notice the body of a resting werewolf until he stumbled over it. Skittles was suddenly clutched to his brother's chest as the Ratkin did a barrel roll to try and avoid crushing the rat in his arms. His head bounced rather roughly off the ground, and for a moment he lay there, dazed. When he pulled himself upwards, he came face to face with an injured werewolf. The wolf had obviously met with a team of Ratkin who had not only attempted to kill him, but had also cut off one of his hands. It was safe to say that the Garou was looking for a little revenge.
The Garou loomed over them, battle axe clenched in his available hand. It was obvious he thought it would be an easy kill, and for a moment Skittles thought it would be to. It was then that he was overcome with such an intense feeling of rage that it would have shocked him had the situation not been dire. How dare they come down to his den and try and kill his brother, his litter-brother no less, the only one of his brothers and sisters who had survived the Birthing Plague with him? They had no right to be here. They had no right to kill Ratkin, who did them no harm. Those stinking dogs!
As the Garou raised his axe intending to behead his brother, Skittles did the only thing he could think of. He flung himself from Reese's grip, the shift to his Crinos form already started. The Ratkin had neither the energy nor the health to change, but he didn't have a choice. He was going to save Reese. The twisted, deformed creature of a Ratkin flew at the Garou's throat, sinking his now much-larger teeth into his throat and biting down as hard as he would allow. By the time the Garou's flailing had shook him loose the werewolf's throat was all but torn out. Skittles' body hit the wall and bounced off it to land with a dull thud on the ground.
Reese was up and touching his body in an instant, running his small hands over the fur that still covered Skittles' body. The Ratkin lay very still save for the rising and falling of his chest as his breath coming in harsh pants. If his fate had not already been sealed by the mutilation the final change had caused him, the death keen that forced itself from his throat was enough to close the deal. A few heaving gasps later and Skittles' life was over.
|
 |
 |
|
|
|
|
|
|
|
|
|
|
Posted: Sun Apr 22, 2007 12:34 pm
 Name: Kibarango Ndezi Meaning of Name: Swahili for "rat stick" Nicknames: Rango, Dezi, Fluffy (by his mother only) Gender: Male Species: Ratkin Appearance:
Wand: Deep red in colour, a mottled brown rat's head sits on its top, preferably with its mouth open and ugly teeth bared. A small collection of what appear to be necklaces made from bones hang down from the top. Baby Ghost: Mottled brown in colour with flecks of red. No discernable shape. Baby: Much like a baby rat, Kibarango is chubby and pink with a soft sheen of light grown fur covering his body. The only places he does not have fur are his rat ears (which sit in the same spot as a normal pair of ears would) and on his pink tail. His eyes are dark brown and rather beady, and even in this stage a small pair of rat teeth are starting to protrude through his gums. Toddler: Both fur and skin has started to darken now into a doeskin brown, the fur on his chest and "underbelly" doing the opposite and lightening towards white. The only part of him that remains pink is his little nose. Even the skin on his previously pink tail and his hairless ears are starting to darken. His tail has grown substantially longer, and seems too big for him at this stage. Along with his tail his teeth have grown, a pair of stark white rodent teeth visible even when he closes his mouth. A faded sign for Ratkin has appeared on the skin of his hip, deep red in colour. Kid: His skin and fur continue to darken in colour especially along his back and face. Even his hair has started to reflect the change, growing spiky and wild from the top of his head. More than ever he looks like a young rat growing into his adult coat. While the hair has grown darker, it has still remained thin, adding a smoothness to his skin that only fur can do. Kibarango has acquired several bone earrings for his pink-brown flesh ears, and he displays them proudly as if they were spoils of war. The tattoo now stands out stark red against his dark skin, and claws are now visible on both his hands and feet. He's pretty much reached his ideal height by this stage, and will not grow more than a couple more inches by the time he reaches youth stage. Teenager: Now the sheer amount of hair on his body increases, notably on his back, the backs of his arms, and his feet. He has started to hunch slightly, as though he were more comfortable on all fours. By this point his colouration is pretty much set, and while bits of fur and hair on his back will continue to darken, the rest of his body will remain the same shades of brown to white. He has finally grown into his tail, which has taken on the same dark brown colouring as his rat ears. No matter how well he cares for his teeth they have reverted back to teeth typically found in a Ratkin's mouth: chipped and ugly. It gives him a very animalistic look, only enhanced by the additions to his bone jewelry. Kibarango has filled out at this stage, and he's definitely no slim Jim. He is also by no stretch of the imagination a handsome teen, but he does look a bit bumbling and somewhat cute, for a Ratkin. Youth: This is the first stage that Kibarango will do something with his hair. It's long enough to be pulled back and bound into tail, and he doesn't have an inclination to cut it. He'd rather let it grow like the rest of the fur on his body. To keep it out of his face he "tails" it, and then spikes the top up in a manner that resembles the way the hair on the back of an animal's neck stands on end. Not much else has changed about him except that his tattoo is more obvious and he has put a straight bone through his septum. He may or may not gain whiskers at this point. Adult: Not too many changes, again, at this stage. He may grow a little broader, but he has reached his final height long before he will become an adult. Kibarango no longer slouches, but strives to carry himself upright in a manner that suggests he's very confident in who he is and what he can do. Distinctive Marks: A pair of large, ugly rat teeth; rat tail; rat ears; a Ratkin tattoo on his left hip; bone jewelry; rat colouration
Personality: A clever, conniving rat Kibarango is not. In reality, he's quite the opposite. Silly and clumsy, he excels not with a dagger but with his sense of humour. He has an uncanny ability to make others laugh, often at the expense of his dignity. Not that he minds though. He believes that laughter is the best medicine and those who have forgotten how to laugh have forgotten how to live. Burdened with worries is no way to live. Because of this he's drawn to people who are upset, wanting to set things right in the best way he can. Even when people aren't sad Kibarango has no trouble falling into step with someone and striking up a conversation. He's very physically inclined – much to the chagrin of some – and those he encounters are often leaned on, hugged, or generally have his person draped on them. Such is Kibarango. When he's finished with the hugging, the talking commences. Kibarango is extremely social and loves company of any kind. In fact, he'll talk to just about anyone, despite the fact that much of what he says isn't very intelligent. He'll even do the talking for two people if someone is too shy to participate in the conversation. Nobody seems to deter him from being friendly, as he sees every social encounter as an opportunity to expand his group of friends or the Swarm.
Swarm not only refers to his group of friends but also to the group of ideas that go along with it. An ingrained idea from his days as a Ratkin, being part of Swarm means a number of things. Number on: the group comes before the individual. Even so, one must always remember that the group is made up of individuals. As complex as it sounds, to Kibarango it is very simple: he must always be aware of the state of his companions. Lives must not be risked unless the situation is dire, and if a life must be risked then better one than many. The whole often has to make a sacrifice to preserve the group. Second: all work for the betterment of the Swarm. Whether it be bringing in new, healthy members or helping one another out. It is not Swarm to turn out members without a good reason, nor is it Swarm to bring in new members which will cause rifts. Finally: betrayal is the highest sin. No one ever has the right to betray the Swarm. He was taught to be loyal to the end, always told to keep his promises and to hold true to his family and chosen allies. Anyone who breaks promises and is disloyal is worse than scum, and deserves whatever punishment they are dealt. When Kibarango feels that he can no longer trust someone he becomes incredibly bitter, and will refuse to make contact with that person. It hurts him very deeply when he is betrayed, especially since he believes in the goodness of the world and its people. It has never occurred to him that there are some people who mean him harm and seek only to make his life miserable, and thus suffers when people do so.
Extremely optimistic, it's rare to see him without a smile on his face. Mind you, with his buck teeth, the smile is a bit goofy, but it's a smile nonetheless. He doesn't believe in ignoring anyone, and is quite happy to share his attention. As much as he enjoys the company, he's known for having a terrible memory for names (as well as most things in general) and often "invents" names for people based on their appearance. Still, he likes to have friends and goes to great lengths to be friends with everyone he meets. Kibarango's friends and family are very important to him and doesn't like seeing anyone he loves upset. He's retained a portion of his animal empathy, making him sensitive to the emotions of others. While he often doesn't understand the emotion a person is feeling or the problem that they are trying to solve, he'll do whatever he can to make that person feel better. However ineffective his attempts are, Kibarango always puts his heart into making everything "all right" again. There are no half-hearted attempts from this rat boy.
His innocent and naivety comes mainly from his lack of intelligence. Don't get me wrong, he would have been considered fairly average for a Ratkin, but in a world full of genius scientists and children who've lived past lives as heroes and kings Kibarango hardly looks like anything. He has a hard time understanding more complex concepts, and while he might listen with polite attentiveness, the chances of his grasping it are very slim. His brain isn't really designed for such "high level" thinking. He also doesn't have any foresight, able only to think seriously about the near future, but not able to make long-term plans. Not only is he not able to do it, he doesn't believe in doing it. He lives in the here and the now, reveling in the moment rather than sitting and planning out his life. Consequentially, he is easily excitable, enjoying things that thrill him (so long as there's someone there to cling to if he needs the support).
Kibarango is easily fascinated by the simple things in the life -- understandably, since he doesn't understand the more complex ones -- and exhibits a surprising understanding of nature's ways. He sees the world through very child-like eyes, which though it gives him imagination and a free spirit, it prohibits him from being able to see like an adult. His simple mind also prevents him from expressing his more complex emotions. Though he feels more emotions than just happiness and anger, he has a very hard time putting these feelings into words. They're just out of his mental grasp, which is something he finds extremely frustrating. The only way to solve this problem is to avoid the situations that force him to feel complex emotions, and that's exactly what Kibarango does.
Likes: His Swarm, those who understand Swarm and what it entails, just plain having things (doesn't really matter what they are), being allowed to horde such things, underground tunnels, reveling in the now, good food, fresh meat, the comforts of a nice den, being allowed to come and go as he pleases, hugs and any physical contact, knitted sweaters and socks, thrilling or exhilarating things (as long as he has a friend to cling to in moments of fear), games, people, working with his hands, playing simple games, children (especially those who will play with him) Dislikes: Dogs (especially rat dogs, though any dog is fair game), werewolves, people who smell/act like dogs, people who ruin the mood of now with their worries about tomorrow, those who against the notion of Swarm, liars, disloyalty, people who have no respect for others or themselves, itchy fabric, complex concepts, too many big words in a row Hobbies: Exploring underground networks of tunnels, playing children's games (especially hide-and-go-seek), arts and crafts (anything crafty, colouring and drawing included), listening to music Favourite Colour: Red Favourite Food: Meat/Peanut Butter Favourite Book: Unknown, but there's probably one somewhere in his collection Greatest Fear: Losing his Swarm Biggest Pet Peeve: - Most Important Item: - Image Song: Pillar - Frontline
|
 |
 |
|
|
|
|
|
|
|
|
Posted: Sun Apr 22, 2007 12:35 pm
 Abilities: Axis Mundi: No matter where he is, Kibarango knows where he is and the direction he is travelling, especially when he's underground. His sense of direction is a "gut feeling", something that he doesn't really understands but trusts nonetheless. It is absolute and is never wrong. All Ratkin are able to find their way back home, and Kibarango is no exception. His directional sense, coupled with his excellent spatial awareness, allows him to be at ease in underground tunnels as well as simple mazes.
Immunity to Disease: After the Rite of the Birthing Plague, Kibarango will be immune to serious diseases. He may suffer the common cold every once in a while, but for the most part he is not susceptible to diseases that would compromise his life.
Rat Forms: An ability gained when he becomes a kid. Kibarango will be able to take a Rodens form similar to the form he took as a Ratkin. While he can attempt it, he is never able to achieve a Homid form. He will lose his ears and his fur, but his skin colouring and his tail remains.
Heightened Senses: Simply put, in the dark recesses of the sewers, a rat's nose and ears never lie.
Weaknesses: Frenzy: Under the influence of the moon (Luna) Kibarango can descend into a stage known as Frenzy where he will attack anyone around him who appears to be threatening. He has little regard for friend of foe, and becomes extremely aggressive. Should he be corned or trapped he will also act out in a frenzy and will fight anyone who gets in the way of his escape. Kibarango is extremely mentally unstable while in a frenzy, and is liable to lash out at anyone or anything.
Toxins: As is of his kind, he is doubly weak against Wyrm toxin or snake venom, for they were the natural enemy of the Ratkin. The time venom takes to kill a human is cut in half, and thus he has a greater chance of dying from a snake bite than his human counterparts. Wounds that have been exposed to venom will take longer to heal.
Silver: While silver will not have the same dire effects it has on a werewolf, to Kibarango, wearing silver or being around silver is an uncomfortable experience. Weapons made out of silver tend to cut deeper and heal more slowly, and any jewellery of his that contains silver will cause a severe allergic reaction where the metal touched. Any metal must be at least 75% silver for it to have an effect on him, however if he is wearing any kind of metal with silver in it he cannot travel through Umbra as it pulls at his magical abilities.
Healing Magic: The Rite of the Birthing Plague acts as both a protection and a curse. By housing the Plague in his body, Kibarango becomes immune to diseases, but at the same time makes him resistant to healing magic. Any attempt to heal his body will first target the Plague because of its magical nature and start to "cure" him. If he had been a Ratkin still, being completely cured would have made him revert back to being a Rodens, however he is no longer purely Ratkin. As a result, healing magic causes his body to fight itself as the Plague rejects the Healing Magic. It causes him intense pain, and the area where the magic has touched will scar.
|
 |
 |
|
|
|
|
|
|
|
|
|
|
Posted: Sun Apr 22, 2007 12:37 pm
 Name: Bantu "Bonecruncher" Age: Haha, wouldn't YOU like to know? Race: Ajaba (hyena woman) Hair Colour: Sandy brown Eye Colour: Dark brown Distinguishing Features: A pair of hyena ears, raised fur on the back of her neck like a ruff, hyena tail, claws, visible spots on skin in amongst many scars Personality: Bantu is a fighter. Not a physical one per-say, despite the fact that she's quite good at taking care of herself, but an emotional one. She doesn't need to be physically strong to win fights; she just needs to be emotionally strong. Bantu was born to dominate. She rules over the minds of her guild, making sure that they know who the boss is and who they have to work for. Laziness is one of her biggest pet peeves, and she makes sure that everyone in the vicinity knows when she's scolding a lazy person. Her mouth is not only large but her tongue is extremely sharp, and a tongue-lashing from her is not something that most are up to withstanding. It's far easier just to do what she's asked you to do and stay away from her wrath. Bantu has a wicked, wicked temper. It's quite explosive too, so I'd watch my step when her eyes flash. I wouldn't want to be around her when she blows her lid. And another thing about Bantu: she's very strong. She may be small, and she may not be the prettiest woman on Gaia but she'd sooner die than let herself be walked all over by another person. She's never one to let anyone tell her what to do. Sure she'll listen to their advice, but that doesn't always mean she'll actually take it to heart. She has a very strong independent streak, and doesn't let anything or anyone get in her way once she wants to accomplish something. If you're not with her, then stay out of her way. Even better, just get out of her way period. She's extremely independent, as has a hard time with this "teamwork" thing. Even though she's been a guild leader for many turns, teaming up has rarely been fun or enjoyable for her or the people she's working with. There is the odd time when the chemistry between the team is so good that Bantu is pleased with the result, but these odd times are few and far between.
If anything, Bantu is very demanding. When she wants something, she had better get it and damn fast. She demands that people listen to what she has to say, and she expects that when she asks them to do something that they will do it. If they don't do it, there will be serious consequences. Like I mentioned about, the tongue-lashing is not a nice thing to have to sit through. Respect, both of self and others, is very important to Bantu. Everyone must respect someone else, just as everyone must respect themselves. There's nothing wrong with being the bottom of the ladder, so long as you're comfortable there and it makes you feel happy. If it doesn't, then you damn well better do something about it, otherwise Bantu has no sympathy for you. Sympathy, along with teamwork, is another one of her weak points. If you've done everything in your power to change something and you still can't manage, then she's more willing to forgive. However, if you're moping about and haven't done anything to change your situation, then you have no reason to seek sympathy from her. You need to get off your behind and do something. Then maybe she'll pity you. Just maybe. It depends on how nice she's feeling that day. Bantu isn't exactly the nicest woman on all of Gaia either. She's arrogant, stubborn and extremely blunt with what she has to say. She'll tell you the whole, unaltered truth whether you like it or not, and give all of her advice plainly. There's no beating around the bush with Bantu. It's because of this that many people shy away from her and her in-your-face personality. Those who have learned how to compliment it and work with her have become her friends.
As tough as she is, Bantu has a soft spot for her children. She loves them to death, and would protect them with her life. Brief History: Forthcoming Likes: Being able to trust her guild to be competent, children who bring her pride, submission from her people, a bountiful "harvest", those who show talent in thievery Dislikes: Screaming children, loud noises, betrayal, people who don't understand that she's the leader, cutthroats, liars without a reason to lie, law enforcement, being shamed
|
 |
 |
|
|
|
|
|
|
|
|
Posted: Sun Apr 22, 2007 12:38 pm
|
|
|
|
|
|
|
|
|
Posted: Sun Apr 22, 2007 12:38 pm
|
|
|
|
|
|
|
Posted: Sun Apr 22, 2007 12:39 pm
|
|
|
|
|
|
|
|
|
Posted: Mon Apr 30, 2007 3:53 pm
Aaaand, finished! Comments and critique are welcome! biggrin
|
 |
 |
|
|
|
|
|
|
 |
|
|
|
|
|