somatosensory: ꜱᴏʟᴀʀᴀɴ (Default)
2023-05-27 08:22 pm
Entry tags:

info for rubi

ARISTAEUS
 
Aristaeus NAME Male SEX/GENDER Original CANON Immediately post-rescue from the mines. CANONPOINT
HISTORY
 
THE BOY
Raised in the technotheocracy of Kossos, Aristaeus spent his formative years in a group home among peers of similar age. Under the guidance of caretakers, he absorbed the fundamental values of his society early on. These included principles of discipline and obedience, a strong sense of collective responsibility, and the prioritization of the group's welfare above individual interests.

THE ASPIRANT
During his tenure at the military academy, Aristaeus' deep-seated nationalistic fervor, unwavering allegiance to the empire, and a self-centered belief in Kossian superiority were further ingrained. He embraced the notion that the empire's strategies of benevolent expansion were indispensable for enhancing the well-being of its assimilated populace.

THE VENATOR
Post-graduation, he joined a small operational unit consisting of three individuals. This placement offered Aristaeus a practical illustration of how personal connections could harmonize with his responsibilities as a Venator, strengthening his commitment to the collective while demonstrating the integration of personal relationships within the broader context of Kossian societal duties.

Nonetheless, the primary focus of the relationship remained centered on maintaining the unit's efficient and effective operation.

THE GIRL
Aristaeus' life changed dramatically after meeting Mavis in the Soundless Wilds. Initially driven by an intense desire to capture her, his emotions towards her grew steadily more complex over time.

This experience forced him to confront and reassess his core beliefs, leading him to pivotal decisions with far-reaching consequences for his future.

ABILITIES
 
TELEKINESIS Aristaeus exhibits remarkable skill in telekinesis, displaying precise control over an array of objects, including those as heavy as a small car. This ability is tied to his mental state and capacity, which will influence the range, accuracy and strength of his actions.

While it requires a conscious effort to activate this ability, heavier objects tend to pose a greater challenge due to the increased physical demand it places on his body.
BIOKINESIS Due to his proficiency in telekinesis, Aristaeus can manipulate organic matter to varying degrees of success. However, the extent of his effectiveness depends on his understanding of the material's composition, especially in terms of anatomy. His ability is most potent when applied to human or similar physiologies.
ESP Aristaeus's psionic capabilities are primarily centered around telekinesis, supplemented by a moderate proficiency in perception-based psionics akin to telepathy. His abilities allow him to sense nearby life forms, discern surface-level thoughts with concentrated effort, and glean vague memory impressions from objects.

Directly extracting memories from individuals is feasible but laborious, requiring intense focus and substantial mental resources.
REGENERATIVE HEALING FACTOR Thanks to the VNA implant embedded in his spine, Aristaeus enjoys a regenerative healing factor that significantly expedites his recovery process beyond typical norms. Its efficacy, however, hinges on the severity of the injury and the absence of damage to his cranial region (head/brain). Obstructions at the injury site can impede the healing process, necessitating their removal before healing can commence.

Additionally, while resilient, it is still possible to overwhelm this process by inflicting multiple critical injuries, as severe injuries significantly strain his physical endurance.
HIVEMIND & SUB-TETHER Aristaeus is connected to the empire's people and THEMIS AI through a psychic tether, enabling him to easily sense their thoughts and emotions when in their vicinity. Moreover, he can draw strength from other Kossians through this link, augmenting his own powerbase.

He also maintains a secondary, "lesser" connection with Mavis, occasionally perceiving her intense emotions and thoughts.
PERMISSIONS
 
Y TOUCHING Y KISSING Y SEX Y, but contact me so we can hash out the details POWERS USE Y, but contact me if severe INJURY Y, but contact me death
Y, but contact me FIGHT SCENES Open to casual. Otherwise, will be slowburn SHIPPING N, he's an OC FOURTH-WALLING Y, prefer to keep it to a month. Contact me otherwise BACKTAGGING Y, but on networks THREADJACKING No genderplay/forced feminization as humiliation, scat/emeto, warn for noncon/eye trauma OOC HARD LIMITS


PREFERENCES
 
SMUT LINK TO KINK LIST WILL GO HERE EVENTUALLY
HORROR TROPE_1 TROPE_2 TROPE_3


OLD SHUCK
 
appearance
When fully transformed, Aristaeus takes on the imposing stature of a destrier, standing at a formidable 18 hands high and measuring approximately 9 to 10 feet from nose to tail. His fur is sleek and glossy, a deep blue-black hue with a subtle swirling pattern reminiscent of drifting smoke.

Physically robust and agile, Aristaeus possesses sharp teeth and claws that are formidable weapons, capable of inflicting substantial damage on his adversaries. Despite his size, he moves with surprising speed and grace, showcasing his ability to maneuver effortlessly through challenging terrain and launch swift, decisive attacks.

POWER LIST
INFERNAL BITE | His bite inflicts significant harm or incapacitating conditions, frequently triggering a feverish sensation owing to its injected venom. Such encounters can result in swift deterioration, agonizing suffering, and potential demise without swift medical intervention.

Additionally, he has the capacity to track individuals marked by his bite over great distances.

SPECTRAL HOWL | While in spectral form, he can unleash a bloodcurdling howl that sends shivers down the spines of all who hear it, freezing them in terror or causing them to flee in panic.

INTANGIBILITY | Given his spectral nature, he possesses a limited ability to phase through solid matter.

PHEROMONE GENERATION | He exerts control over its targets through the emission of specialized chemical signals, manipulating their behaviors, emotions, or perceptions. This ability is primarily focused on instilling fear or confusion, although it can also evoke feelings of attraction or induce compliance as necessary.

behavior
Old Shuck fiercely defends the woods, showing no mercy to trespassers and protecting allies. Active at night, he likely has a hidden den nearby.

In hunting, he behaves like a typical wolf, silently stalking and swiftly incapacitating threats to his domain. His spectral form allows eerie stealth, striking suddenly from the shadows.

His attacks are precise, aimed at minimal effort for maximum effect. He can phase through obstacles, adept at ambushing enemies. After incapacitating a threat, he drags them to his den, leaving no trace.
somatosensory: ꜱᴏʟᴀʀᴀɴ (Default)
2023-05-27 08:22 pm
Entry tags:

ic inbox

Rubilykskoye Inbox
textvoicevideoaction
somatosensory: ꜱᴏʟᴀʀᴀɴ (Default)
2023-04-29 06:30 pm
Entry tags:

— revised info pages

Name Aristaeus Age 93 Canon Original
Species Enhanced Human Sexuality Bisexual 
About.
In a society set in a dystopian future, the worship of an AI entity called "THEMIS" has led to a golden age of technology in the distant past. Aristaeus is an enhanced human with potent biokinetic abilities, making him a valuable asset to the military caste of his society known as "venators".

These venators, who are mercenaries and missionaries, seek out individuals with a high affinity for "furor" - a psychic ability that allows them to manipulate energy or matter with their mind.

Working in teams of three, the venators prioritize the survival and safe return of their unit, with recruitment as their secondary objective. When persuasion fails, they will resort to forcibly extracting and integrating a subject into their society. Aristaeus serves as the team's "tracker". His heightened intuition and biokinetic abilities enable him to quickly locate and track potential recruits, ensuring the success of the venator team's mission.
 
First impressions.


Visual.

apparent age;
mid-30s
chronological age; 93
height; 6'5"
weight; 215 lbs
build; tall and broad-shouldered, with a lean, muscular build that suggests he's used to pushing his body to its limits

identifying marks;
  • a series of metal divots (x), are embedded along his spine, beginning just above his sacrum and terminating at the atlas vertebrae of his skull, with the skin around the metal slightly discolored and sensitive to the touch
  • a bite scar on his right shoulder; it's a long, jagged mark that's discolored and indented, with a slightly rough texture to the touch
  • a jagged and discolored scar runs along his left side from a deep machete wound sustained during a fight, with an indented appearance that gives the impression of cauterization.


Fashion.
As a practical and efficient person, Aristaeus's choice of attire is dictated by his situation. When he is on a mission that demands it, he will typically opt for full-bodied tactical armor to ensure his safety and the success of the mission. This armor allows him to move quickly and efficiently while providing maximum protection against potential threats.

However, when the situation allows for it, Aristaeus prefers clothing that prioritizes comfort and ease of movement over style. His meticulous nature extends to all aspects of his life, and he understands the importance of feeling comfortable in his clothing to perform at his best. Therefore, he favors lightweight, flexible materials that allow him to move freely and perform at his peak.

Despite this preference for practical clothing, he still maintains a certain level of style and attention to detail, ensuring that his appearance is always neat and presentable.

 
Demeanor. Aristaeus exudes an air of confidence and self-assurance that borders on arrogance. His measured and deliberate movements suggest that he always knows where he is going and what he wants.

Although he radiates a calm energy, a quiet intensity simmers just beneath the surface. Some may find his demeanor intimidating as he appears to be a man used to being in control. He exudes the casual certainty of someone who knows they are the most dangerous presence in the room. He favors decisive action over small talk and posturing, often resorting to quick, violent solutions to problems.

Despite his self-assurance, his distant demeanor may make him appear unapproachable. His unwavering gaze and assertive manner command
attention.


Voice.
Aristaeus' voice is neutral and lacks any distinguishing features that could reveal his background or upbringing. However, what stands out most about his speaking style is the clarity and precision with which he delivers his words. He enunciates each syllable with care and speaks crisply, ensuring his message is conveyed effectively.

Rather than raising his voice, Aristaeus maintains a level and calm tone. This measured approach to speaking reflects his preference for decisive action over posturing and small talk. When he does speak, he does so in a direct and assertive manner that commands attention without resorting to raising his voice.


Scent.
The scent of old sweat lingers on him, mixed with a subtle earthy fragrance reminiscent of sun-baked sand and parched soil, a testament to his time spent traversing the arid desert. However, there's also a metallic tang to the air, a hint of burnt metal and ozone that's light yet sharp. And if you sniff closely enough, you can detect a faint hint of old blood.


Mental Info.
Aristaeus possesses a natural resistance to psychic attacks, a result of being part of a hivemind. His mind is shrouded in a veil of obscurity that makes it difficult to penetrate. At first, it feels like entering a crowded room, with a persistent but not overwhelming noise.

However, upon closer inspection, it's clear that this is the experience of being part of a hivemind. Amid the sea of voices, Aristaeus' thoughts are just another wave in the constant ebb and flow. Distinguishing them from the rest requires a keen familiarity with his mental patterns.

Once located, his thoughts blend seamlessly with the hive's collective consciousness. It's like wading through a sea of voices, but finding his thoughts requires concentration and effort.


Additional Info.
Aristaeus possesses remarkable regenerative abilities that allow him to quickly recover from most injuries. However, injuries that cause severe and lasting damage to his brain cannot be healed.

The speed of his recovery varies depending on the severity of the injury and the demand placed on his physical resources. It is worth noting that Aristaeus cannot heal around obstructions. This means that any injuries that occur within a blocked area of his body, such as a punctured lung or a blocked artery, will not heal until the obstruction is removed. In the case of broken bones or other similar injuries, they will need to be properly set and immobilized before they can be fully repaired.
CODE BY MARWOOD
somatosensory: ꜱᴏʟᴀʀᴀɴ (Default)
2023-04-21 12:38 am
Entry tags:

— character history

Like all Kossian children, Aristaeus was born in a breeding center in the heart of the imperial capital and raised in a group-home by caretakers who taught him to think of himself as part of a community. As a result of the hivemind connecting the psychically-sensitive population of Kossos together, Aristaeus learned to eschew personal relationships and individualism, focusing instead on his duty to the collective. Though he had no knowledge of nor contact with his parents, he bonded to those around him, and he came away from this early education feeling certain about his place in society.

A gifted student with a strong sense of nationalistic pride, Aristaeus was accepted to the empire's military academy. His time there further cultivated in him a fanatical devotion to both the empire and its policies of benevolent expansionism, believing that those hostilities bettered the lives of all those integrated into the empire. Under the supervision of a senior instructor and telekinetic specialist named Pallas, Aristaeus trained to become a Venator, tracking down and retrieving individuals identified by Themis as good candidates for integration into the empire due to their strong psychic abilities. With her assistance, he refined his already precocious predisposition towards telekinesis and became a prodigy at precision control. He graduated from the program a year earlier than projected, at thirty-eight. During his graduation ceremony, he was fitted with a spinal implant to enhance his power and assigned to an operational unit.

As a Venator, Aristaeus joined an elite caste in Kossian society, enjoying all the pleasures of imperial bounty, regarded by fellow Kossians as the right arm to Themis, the ancient AI who rules the empire (and whose discovery birthed the empire and its hivemind). Venators have the novel privilege of interacting with Themis directly, and through this experience, Aristaeus also developed a personal and fanatical devotion to the AI. Fueled by this increasingly aberrant personal loyalty to Themis and Pallas, Aristaeus served dutifully in this role for about fifty years and developed an impressive reputation for efficiency.

When a routine assignment takes him into the Soundless Wilds, one of the last territories untouched by imperial influence, Aristaeus and his unit meet with representatives of the itinerant Kuruko clan. The Venators attempt to negotiate for the surrender of their target, but the conversation quickly sours when the Kuruko deny sheltering her. Per protocol, the Venators turn to violence to seek out their target. But even after brutally eliminating the clan's people to the last man, they find no sign of her.

En route back to the shuttle point, Aristaeus discovers signs of life. Upon investigating, he discovers the target — Mavis — approaching the wreckage of her former clan. They fight, and Mavis escapes.

Rendered unable to pursue by injury, Aristaeus returns to the capital. Ashamed of his failure and fixated on correcting his mistake, he argues for his unit to be sent back. After debrief and healing, he is. His obsessive determination to capture her only grows when, on their next encounter, Mavis kills the youngest of his teammates, Ione, and creates a psychic tether between herself and Aristaeus, allowing them to sense each other's thoughts and feelings, even across a great distance.

The next time he finds her, he and his remaining teammate, Leto, pursue her into an ancient mine site where she shelters from a growing dust storm. Their conflict causes the mine to collapse, killing Leto and trapping Mavis and Aristaeus together. Left to survive or die together, Aristaeus and Mavis reluctantly bond. Aristaeus' fixation on Mavis deepens into something more complicated, which ultimately leads him to decide that if she won't return with him voluntarily, he will simply remove the choice from her. After all, once she sees what the empire has to offer, she will understand. A rescue team arrives after two days, greeted by him and his unconscious captive.
somatosensory: ꜱᴏʟᴀʀᴀɴ (Default)
2022-11-26 04:35 pm

SOULDARITY

WILL MAKE THIS PRETTY LATER.
somatosensory: ꜱᴏʟᴀʀᴀɴ (Default)
2022-10-01 02:15 pm
Entry tags:

HMD & OPT-OUT/IN



anon enabled. comments screened.

alternatively, if you'd rather avoid being tagged by me feel free to hit me up here. no hard feelings or questions asked.

CONTENT WARNINGS: aristaeus is an emotionally stunted super-soldier from a far future setting and part of a militant theocratic society that is slowly conquering what remains of civilization. this means that he's coming out of the gate with some pretty warped views of humanity in general. he is violent, obsessive and generally disdainful of anyone that doesn't form part of his society and their little psychic hivemind. he has high cognitive empathy but low emotional empathy, which means that he can recognize the emotional response people around him experience but has a limited capacity to relate to them. this can lead to him being pretty abrasive. this is an ic trait not an ooc reflection on the thread.

this being said, he is also pragmatist and tends to avoid defaulting straight to aggression unless given suitable provocation.

in general, depending on the direction the thread takes you can expect some pretty cavalier attitudes toward violence, misanthropy and bigotry and the related persecution. i will always check in/warn in advance of heading too seriously into any of these topics because we're all here to have fun and i know he can be a lot.

otherwise: he's also a psychic so i'm going to include a opt-in/opt out below to hopefully avoid any info/godmodding of characters. this will be pretty basic, so i'll reach out for clarification/further detail if necessary.





somatosensory: ꜱᴏʟᴀʀᴀɴ (Default)
2022-10-01 10:25 am
Entry tags:

nightfell - permissions









character;
ARISTAEUS
NAME
ORIGINAL
CANON
93
AGE
HUMAN (ENHANCED)
SPECIES
LINK
INFO
FAR FUTURE EARTH
HOME WORLD





abilities;
  • Life Sense
  • Telekinesis
  • Biokinesis
  • Accelerated Healing
  • Sensory Attack
  • Psychometrics
  • Telepathy (Limited)
  • Somatosensory Imprint
  • Sensory Tracking





player;
MAL
NAME
UTC + 2
TIMEZONE
[plurk.com profile] resurrectionist
PLURK
LINK
HMD & opt out








OOC;

  • Backtagging: Up to a month
  • Threadjacking: On networks, sure
  • Fourth-walling: Not really possible
  • Off-Limits: Nah
  • Shipping: 18+. m/f, m/m, m/nb. Casual, no-strings preferred since I have something planned for him
  • Misc: I'll always give a heads-up well in advance of any power use or any character related warnings but feel free to reach out at any point if you have questions/concerns 




IC;
BASICS
  • Hugging: Y
  • Flirting: Y
  • Kissing: Y - reaction will vary
  • Romance: N - for anything serious
  • Fighting: Y - needs discussion
  • Injury: Y - needs discussion
  • Mind-reading: Maybe - let's talk
  • Manipulation: Y - needs discussion


MISC
Aristaeus is a militant cultist from a far-future Earth from a world in the vein of Dune or Mad Max. He's a powerful psionic that's tasked to hunt down others like him to bring back to his hivemind for integration. 

Needless to say he comes chock full of warnings, which I will always try to be mindful of. Some of the immediately relevant ones include: slavery, genocide, eugenics, imperialism and religious bigotry/questionable things. 











x

somatosensory: ꜱᴏʟᴀʀᴀɴ (Default)
2022-10-01 10:25 am
Entry tags:

nightfell - inbox

netherwork inbox
@ MELLIFA
textvoicevideoaction
somatosensory: ꜱᴏʟᴀʀᴀɴ (Default)
2022-09-22 02:18 pm

for ximilia


OOC
Name: Mal
Contact: pm
Other characters: N/A

IC
Name: aristaeus
Canon: original
Canon point: after he betrays mavis, bringing her back to the capital.
Age: 93

History:

Personality:
  • PRINCIPLED  – 

  • LOYAL – 

  • RESILIENT –

  • OBSESSIVE – while it's difficult to be sure if this was always an innate tendency or something that arose from years of conditioning, aristaeus is prone to forming obsessive fixations. while this hyperfocus has proven to be advantageous, feeding into his natural drive to succeed, it often has the detrimental consequence of leading him to be utterly consumed by the object of his fixation. the clearest example of this is how he becomes fixated on mavis following their initial encounter, leading him to pursue her relentlessly despite
  •  
  • while this is almost certainly one of the reasons for his success as a venator, allowing him to become hyperfocused at tasks, it also has the detrimental side-effect of ensuring he becomes utterly consumed by the object of his obsession. the clearest example of this is mavis: following his initial failure to capture her, he has become consumed with the idea of bringing her in, placing himself and the other members of his unit into increasingly dangerous situations in their effort to capture her.

  • RUTHLESS – aristaeus is willing to do whatever is necessary to ensure his own success and survival. he tends to base his decisions on logic rather than on emotions, which means that he can become impatient if not outright disdainful of those that

  • INTRACTABLE – aristaeus becomes so invested in his decisions that it's difficult for him to deviate once he's settled on a course, regardless of if events take a turn for the worst. moreover, he will struggle to admit that he made the wrong call.
Powers/Abilities:

FUROR: a natural force exerted upon the world in the vein of gravity (think something like the force in star wars or dark energy in mass effect), it was dubbed 'furor' by the early empire due to its strong connection to a wielder's emotional state. degrees of “affinity” can vary, but the majority of the population fall relatively low on the spectrum—they're able to unconsciously tap into furor, granting them good intuition and instincts.

as a kossian, aristaeus was born with a naturally high affinity for furor, meaning that he is able to exert a greater degree of influence over his environment. ordinarily, this would also mean that his power is considerably more unstable; however, he has been subjected to decades of training and conditioning, paired with a technological enhancement that ensures he is not only able to wield his ability to maximum efficiency but he is able to accomplish feats that would be difficult for most others to accomplish safely.

 

  • TELEKINESIS – aristaeus' primary talent is in telekinesis. he is able to lift, hold and otherwise manipulate objects to a very precise degree. in theory, he can lift light through to heavy objects (think around the size of a small car) but the higher the weight of an object the more strain it will place on him.
  • BIOKINESIS – rooted in the primary telekinetic ability, aristaeus is able to manipulate living matter telekinetically, with varying degrees of success. he is able to temporarily augment his physical abilities, increasing his speed, strength or durability. he is also able to inflict/heal injuries on others, extract toxins, etc. while he is exceptionally skilled at this, but is limited by his knowledge of anatomy—in other words, he is going to have the highest chance of success with someone who is human or close to human, as that is the physiology he is most familiar with. radically alien physiology will pose more of a challenge to him.
  • ESP – for aristaeus, his skill-set primarily orients around the telekinetic umbrella of psionics, however he does possess a nominal skill for perception based psionics (which would be something like telepathy). primarily, this will manifest in an ability to detect life in his immediate area, read surface level thoughts (provided he either concentrates or they are especially loud) and glean vague memory impressions off of objects. if pressed, he can extract memories from people more directly but this is a time-consuming endeavor that requires exceptional focus and a high level of resource expenditure on his part, so it's unlikely to be something that he will do without reason.


VENATOR TRAINING
  • IMPLANT – a prissite implant (rare, high-value in universe metal) that runs the length of the spine. the implant functions as a passive amplifier, allowing him greater control of his abilities and to occasionally push himself past what would ordinarily be considered a dangerous limit. surpassing these limits will have obvious physical effects like intense migraines, hemorrhages and even seizures. 
  • REGENERATIVE HEALING FACTOR – a passive side-effect of the implant is that aristaeus' body will heal at an accelerated rate dependent on the nature of the injury, and provided his head remains undamaged. obstructions to the injury site will hamper healing. while he is durable, he's by no means unkillable and i'm pretty happy to accept whatever nerfs are deemed necessary on this. 
  • PHYSIOLOGICAL KNOWLEDGE – part of his priory training involved extensive study of the human body, albeit on a more mechanical than medical level. the purpose of this was to ensure a greater understanding of how bodies work in order to facilitate a more effective application of his ability to them.
  • SURVIVALIST/TRACKING – in order to perform his duty, aristaeus needs to be able to track down targets and survive in hostile environments.
  • COMBAT – excels in armed and unarmed close-quarters combat. he favours combat knives and stun batons given that he is primary interest is in disabling and subduing an opponent over killing them. 

KOSSIAN PHYSIOLOGY
  • HIVEMIND – a psychic tether that ties him to the people of the empire and to the ai, THEMIS. as the hivemind operates on moderate drone awareness, individuals maintain a significant amount of personal autonomy and sense of self, but are monitored by THEMIS. in aristaeus' case, this means that he would be able to pick up on the thoughts and emotions of other 'tethered' like himself if he were in close proximity, with relative ease. as he'll be cut off from the hive in game, he will experience a significant reduction in this but i thought it relevant to include here because it forms a pretty significant part of the character's psychological make-up. 
  • SECONDARY TETHER – a secondary tether formed unintentionally between himself and mavis ( [personal profile] telepathy ) this is distinct from the primary tether for [REASONS] 


Regret: aristaeus believes that the death of his operational unit—one directly at mavis' hand, one as an indirect result of the confrontation—was an unnecessary loss that could have been prevented. he views their deaths as a personal failing given that if he had succeeded in capturing her, months earlier, then there would not have been such pressure to bring her in, now. ideally, resolving his regret would see these two individuals revived. 

Suitability: aristaeus is a powerful psionic from a militant theocracy's warrior caste. his primary purpose is to identify and “recruit” what is termed “high affinity” individuals for integration into his society's hivemind. this means that he's not only accustomed to violencce and unpredictable situations, but that he tends to thrive in them.

he is part of a three-person operational unit—which means he's accustomed to team-work—and is trained to navigate and survive in hostile areas, often for weeks at a time, with minimal resources. he is relentless by default, which, coupled with his determination to fix his regret, will ensure that he is dedicated to the task of retrieving the orbs.

Inventory:
combat hardsuit
utility belt
dampener cuff (inactive)
six (6) throwing knives

Sample:
somatosensory: ꜱᴏʟᴀʀᴀɴ (Default)
2022-08-27 09:15 pm

info page

ARISTAEUS
 
Aristaeus
FULL NAME
93
AGE
Original
CANON
Post-Mavis' escape
CANON POINT
Enhanced Human
SPECIES
FIRST IMPRESSIONS
APPEARANCE He's 6'5" with dark hair and eyes. Solidly built. Keeps his facial hair neatly trimmed and hair always the regulation length. Carries himself with the casual certainty of someone that knows they're one of the most dangerous thing in the room.
IDENTIFYING ASPECTS
  • A bite mark on his right shoulder (animal) that's still healing
  • A series of metal divots running the length of his spine, terminating between his axis and atlas vertebrae. Each is roughly the size of a fingernail and cold to the touch.
CLOTHING STYLE
VOICE Here. Level, calm. Rarely raises his voice.
OLFACTORY Sweat, blood and the crisp bite of metal and burnt ozone.
ABILITIES
TELEKINESIS The ability to manipulate or otherwise move objects with his mind.
  • level one
  • level two
  • level three
BIOKINESIS The ability to manipulate living bodies to varying degrees of success, including his own. This ability is rooted in the primary telekinetic power.
  • level one
  • level two
  • level three
  • level four
RAPID CELLULAR REGENERATION The ability to recover from injuries, provided his head remains undamaged and there is no foreign obstruction in the injury site. He will still be vulnerable to: starvation, suffocation or dismemberment and most toxins.
  • level one
  • level two
  • level three
EXTRASENSORY PERCEPTION The ability to acquire information by means independent of his known senses or previous experience.
  • level one
  • level two
  • level three
INVENTORY
  • a hunting knife
  • a power dampening cuff (non-functional)

LOCATIONS
HOUSING Housing info here
HAUNTS Haunts info here
 
MANIFESTATION
NAME The Crying Child
PHYSICAL DESCRIPTION A six-year old child with close-cropped hair and pale, bruised looking skin particularly around its eyes. It's wearing a stained hospital gown and appears to be crying⁠—blood rather than actual tears.
ATTACKS AND BEHAVIOR
  • lures its victims close by appearing distressed
  • once victim is in a close enough proximity it will hit them with a devastating sensory attack—usually through a loud, high pitched scream 
  • this attack is meant to disable/disorientate its victim 
  • otherwise it relies on quick, uncoordinated physical attacks
 
IC PERMISSIONS
FLIRTING
SHIPPING ✓ Open to m/m, m/f, m/nb. 18+. Casual and no-strings attached is his preference. I'd prefer to let that evolve organically in terms of an actual ship.
FIGHTING & INJURING ✓ With discussion
KILLING ✓ With discussion
MINDREADING ✓ With discussion
WARNINGS He's a militant cultist from a post-apocalyptic setting. General world related warnings include: colonialism, genocide, slavery, rape, forced breeding, and eugenics. Aristaeus himself is something of a misanthrope, viewing people outside of his societal in-group as being less than human.
TRIGGERING TOPICS He has issues with his own autonomy and the suggestion that, as he is part of a hivemind, he lacks any real identity of his own. Religion can be a thorny issue in general. 
OOC PERMISSIONS
PLAYER NAME Mal
PLAYER CONTACT [plurk.com profile] resurrectionist or pm.
PLAYER PRONOUNS She/her
BACKTAGGING ✓ After a month, I will start looking at cleaning my plate and might reach out to people to resolve/summarize the thread's conclusion.
FOURTHWALLING
THREADHOPPING ✓ On networks, sure. Otherwise would prefer a heads-up of some kind.
OFF-LIMITS & TRIGGERS N/A
 
somatosensory: ꜱᴏʟᴀʀᴀɴ (Default)
2022-08-27 09:11 pm
Entry tags:

(no subject)





Aristaeus

@melis

text · video · audio · action


somatosensory: ꜱᴏʟᴀʀᴀɴ (Default)
2022-08-21 04:27 pm

app for [community profile] rhodoslog

PLAYER INFORMATION
Name: mal
Age: 18+
Contact: [plurk.com profile] resurrectionist
Timezone: sast (utc+2)
Other characters: none

CHARACTER INFORMATION
Name: aristaeus
Canon: original
Canon point: after mavis evades capture the first time, leaving him injured in a cave in the badlands.
Age: 93

History:
world snapshot: centuries ago, one of the tribes unearthed a sentient ai from among the ruins of a once-great civilization. the ai, who called itself “THEMIS” shuttled the people into a golden age of technological advancement. disease and hunger were quickly eradicated, with death by old age soon to follow.

however, the most curious of THEMIS' gifts wasn't the technology it offered but the tether. because the people were naturally sensitive to furor, a psychic energy force, THEMIS was able to draw them into a single, collective consciousness with each person psychically connected not only to each other but the ai itself.

through the use of this unified consciousness, THEMIS was able to exert a greater control over the people, guiding them toward the path of greatest societal good. as a result, the people developed a culture that would be considered philosophically collectivist and began to refer to themselves as the empire of kossos, with THEMIS being placed as their leader.

desiring to spread the bounty, the empire begins to expand its borders slowly. some would resist, while others would bend the knee. in time, however, all would fall under the empire's heel.
--
aristaeus: aristaeus is born in a breeding centre, in the heart of the imperial capital. like all kossian children, he grows up without knowledge or contact with his parents, and spend the first six years of his life in a group-home-like environment. there he is indoctrinated into the kossian cultural philosophy, while also being monitored by a team of technicians to ensure that he is placed on the correct training track.

during this time, he would struggle to reconcile himself with many of these societal ideals. a volatile child, he would particularly struggle with the idea of setting aside his own needs in favour of the whole. this dissatisfaction will gnaw at him in the coming years, eventually becoming an angry self-loathing.

nevertheless, he does come away from his early education with a strong sense of nationalistic pride that would only blossom as he began his priory training. the priory is the empire's military academy, responsible for the training of venators, a caste of soldiers-cum mercenaries responsible for the tracking and recruitment of high-affinity furor users. venators are held in high regard by the empire given their dangerous yet necessary function.

the training program is gruelling. with a high turnover rate, the likelihood of injury or burnout is high. this is deemed a necessary evil given the demands placed on the venators, themselves.

while a talented student, his behavioural issues persist. in an effort to bring him into line, aristaeus is placed under the direct supervision of one of the priory's senior instructors, pallas. over time, pallas is able to convince him of the merit of using his strength in service of the greater good. while he does not fully accept his mentor's paradigm, he becomes skilled at performing it as he enjoys the sense of fulfilment and praise, and doing so leads to further acclaim outside of their relationship. he is able to complete his training and graduate.

the graduation ceremony itself involves relatively little fanfare, with graduates being fitted with a spinal implant that augments their natural ability well past the point of what would ordinarily be considered safe. the surgery is excruciating but successful. once once recovered, he's placed in a three-person unit and sent out for his first rotation.

years pass. aristaeus distinguishes himself for his ability to track high-affinity marks over difficult terrains. he is known to be relentless. what was meant to be a routine assignment would see him sent into the badlands, one of the few truly unconquered territories still in existence. there, he and his team would meet with representatives of the kuruko clan, a roaming tribe that called the area home, and attempt to negotiate with them. negotiations quickly sour and a violent confrontation ensues, ending in the clan being purged. en-route back to the shuttle meeting point, aristaeus is distracted by signs of life and heads out to investigate.

he encounters mavis, the target. another confrontation ensues that ends in mavis incapacitated and aristaeus gravely injured. as he is unable to make it back to the shuttle in time, they take shelter in a nearby cave where he intends to use the time to recuperate. mavis comes round prematurely, injures him further and flees back into the desert, leaving him furious and reeling.

Suitability: aristaeus is a powerful psionic from a militant theocracy's warrior caste. his primary purpose is to hunt down and “recruit” high-affinity individuals for integration into the hivemind. this means that not only is he accustomed to violence, but he's also able to handle strange phenomena with no obvious explanations. he will also do whatever's necessary to ensure his own survival.

Is this a re-app? no

Inventory:
  • one (1) hunting knife
  • one (1) dampener cuff (non-functional)
  • ration bars (as many as he's allowed)

Powers, abilities and/or inhuman traits:

hivemind: the psychic tether that ties him to the people and the ai, THEMIS. as the kossian hivemind operates on a moderate drone awareness, this means that individuals largely maintain their autonomy and sense of self but are monitored by THEMIS. in aristaeus' case, the hivemind allows him to pick up on the surface thoughts and emotions of any of the other tethered, provided they are near him.

implant: composed of a prissite alloy (a rare, high-value resource) this runs the length of his spinal column. it has a passive effect of amplifying his natural psychic ability. it is also highly sensitive to the touch.

psionics: as stated above, aristaeus is a powerful psionic, which means he can utilize a variety of psychic abilities.

this being said, a powers opt-in/out page will be employed once powers are regained (especially in the case of anything invasive) and will otherwise be using them more as a character/cr hook and emotional exploration over a silver-bullet since i'm just here to dig into the psychological character drama over trying to go buck wild on the setting.
telekinesis: aristaeus is able to manipulate or otherwise move objects with his mind.
level one: able to lift light objects and hold them suspended.

level two: able to lift a person and restrict their movement for upwards of a minute.

level three: able to lift a heavy object (am fine with nerfing this but thought nothing larger than a small car) and hold them suspended for upwards of two minutes.
biokinesis: aristaeus is able to manipulate the bodies of living things, with varying degrees of success, including his own. this ability is rooted in the primary telekinetic ability.
level one: able to temporarily increase his physical abilities, allowing for a short burst (no longer than 30 seconds) of increased speed, strength or durability. able to inflict light/heal minor injuries.

level two: able to temporarily increase his physical abilities, allowing for a short burst (no longer than a minute) of increased speed, strength or durability. able to inflict/heal moderate injuries.

level three: able to temporarily increase his physical abilities, allowing for a short burst (no longer than three minutes) of increased speed, strength or durability. able to inflict/heal major injuries.

level four: able to induce varying degrees of pain in a target for upwards of a minute. this is accomplished through neural manipulation.
regenerative healing factor: aristaeus is able to rapidly recover from injuries, provided his head remains attached and there are no foreign obstructions in the injury site. this being said, he is still vulnerable to starvation, suffocation and dismemberment regardless of the level of his ability. this ability is rooted in the secondary biokinetic power.
level one: wounds that would take weeks to heal naturally recover over a span of days. cuts, bruises and light burns will heal seamlessly but anything more severe will leave a scar. cannot recover from organ damage, lost limbs or moderate to heavy blood loss. still vulnerable to toxins and disease.
level two: minor to moderate wounds can take anything from minutes to hours to recover from depending on their severity. most wounds will heal seamlessly, without scars. small increase in resistance to disease and toxins.

level three: can heal from most injuries, including organ and nerve damage in the span of minutes. ordinarily this would include most traumatic brain injuries provided his head remains attached but will be nerfing this for the sake of the game.

extrasensory perception: aristaeus is able to acquire information by means independent of his known senses or previous experience.
level one: can detect life, read surface level thoughts and glean vague memory impressions from people or objects provided he is able to maintain physical contact with them.
level two: can hold mental conversations. also able to push beyond surface level thoughts and read deeper memories. this can be resisted relatively easily.

level three: can track a person or object if he were to concentrate on them. this requires prior physical contact in order for a maximum chance of success.

MANIFESTATION
Character flaws/traumas: aristaeus is the kind of nightmare overachiever that takes failure of any stripe personally. this is largely due to his upbringing, where his sense of value was tied inexorably to not only his power but his ability to obey without question—the former he has in spades, while the latter is something he's learned to perform effectively enough to be convincing. but it's just that, a performance.

as a result of this he can be headstrong and single-minded to the point of fixation. if he believes that he knows the most expedient route to a solution, he will take it regardless of the better alternatives he is presented with. this can lead him to seeming reckless, even impulsive in certain situations and can make it difficult for him to work with people that he does not respect.

finally, despite being a belligerent hedgehog he craves intimacy and connection
—with no idea of how to go about achieving this. on a societal level, he is told that intimate personal relationships are detrimental to the overall communal good, as they lead to a deprioritizing of society's needs in favour of his needs and the needs of his partner. as a result of this, his innate desire for something more, particularly when it's something he's told he shouldn't be seeking, is a cause of deep conflict.


Manifestation name: the crying child
Character trait(s) the Manifestation reflects: alienated from an early age, aristaeus struggled to connect with his peers and eventually sublimated that unruly, volatile side of himself in order to receive the acceptance and validation he had been craving in a form deemed more societally acceptable. thus this manifestation could be seen as an externalization of that wounded, furious child version of himself. the vulnerable, needy parts that he tries to suppress.

Description: a six-year-old boy with close-cropped dark hair and pale, bruised-looking skin, particularly around the eyes. it's dressed in a grey hospital gown and, at a glance, appears to be weeping. however, upon closer investigation, the tear tracks appear to be blood.

Attacks and behavior: the crying child likes to lure its victims in close, usually by crying, before hitting them with a devastating sensory attack as a loud shout. while its victim is incapacitated, it will quickly move in for the kill. while small, it is vicious. it will bite and claw at whatever it can reach.

Path towards resolution: aristaeus will need to reconcile himself with the fact that he is human and therefore imperfect. this will be difficult for him, as so much of who he is has been shaped by the idea of being perfect.

SAMPLES
One and two
somatosensory: ꜱᴏʟᴀʀᴀɴ (Default)
2022-08-19 03:00 am

wip nightfell app

♰ OOC

Player Name: mal
Are you over 18? yes
Contact: [plurk.com profile] resurrectionist
Characters in game: n/a



♰ BASICS

Character's name: aristaeus
Canon: original
Canon point: standing in front of the rescue team, an unconscious mavis in tow. they are about to return by shuttle to the capital. 
Age: 93

Background: cw: genocide, slavery, imperialism, religious bigotry and overall questionable themes
like all kossian children, aristaeus was born in a breeding center in the heart of the imperial capital and raised in a group-home by caretakers who taught him to think of himself as part of a community. as a result of the hivemind connecting the psychically-sensitive population of kossos together, aristaeus learned to eschew personal relationships and individualism, focusing instead on his duty to the collective. though he had no knowledge of nor contact with his parents, he bonded to those around him, and he came away from this early education feeling certain about his place in society.
a gifted student with a strong sense of nationalistic pride, aristaeus was accepted to the empire's military academy. his time there further cultivated in him a fanatical devotion to both the empire and its policies of benevolent expanionism — believing that those hostilities bettered the lives of all those integrated into the empire. under the supervision of a senior instructor and telekinetic specialist named pallas, aristaeus trained to become a venator, tracking down and retrieving individuals identified by themis as good candidates for integration into the empire due to their strong psychic abilities. with her assistance, he refined his already precocious predisposition towards telekinesis and became a prodigy at precision control. he graduated from the program a year earlier than projected, at thirty eight. during his graduation ceremony, he was fitted a spinal implant to enhance his power and assigned to an operational unit.
as a venator, aristaeus joined an elite caste in kossian society, enjoying all the pleasures of imperial bounty, regarded by fellow kossians as the right arm to THEMIS, the ancient AI who rules the empire (and whose discovery birthed the empire and its hivemind). venators have the novel privilege of interacting with THEMIS directly, and through this experience, aristaeus also developed a personal and fanatical devotion to the AI. fueled by this increasingly aberrant personal loyalty to THEMIS and pallas, aristaeus served dutifully in this role for about fifty years and developed an impressive reputation for efficiency.
when a routine assignment takes him into the soundless wilds, one of the last territories untouched by imperial influence, aristaeus and his unit meet with representatives of the itinerant kuruko clan. the venators attempt to negotiate for the surrender of their target, but the conversation quickly sours when the kuruko deny sheltering her. per protocol, the venators turn to violence to seek out their target. but even after brutally eliminating the clan's people to the last man, they find no sign of her.

en-route back to the shuttle point, aristaeus discovers signs of life. upon investigating, he discovers the target — mavis — approaching the wreckage of her former clan. they fight, and mavis escapes.

rendered unable to pursue by injury, aristaeus returns to the capital. ashamed of his failure and fixated on correcting his mistake, he argues for his unit to be sent back. after debrief and healing, he is. his obsessive determination to capture her only grows when, on their next encounter, mavis kills the youngest of his teammates, ione, and creates a psychic tether between herself and aristaeus, allowing them to sense each other's thoughts and feelings, even across great distance.

the next time he finds her, he and his remaining teammate leto pursue her into an ancient mine site where she shelters from a growing dust storm. their conflict causes the mine to collapse, killing leto and trapping mavis and aristaeus together.

left to survive or die together, aristaeus and mavis reluctantly bond. aristaeus' fixation on mavis deepens into something more complicated, which is what ultimately leads him to decide that if she won't return with him voluntarily, he will simply remove the choice from her. after all, once she sees what the empire has to offer she will understand. a rescue team arrives after two days, greeted by him and his unconscious captive. 

Abilities:
FUROR: a natural force exerted upon the world in the vein of gravity (think something like the force in star wars or dark energy in mass effect), it was dubbed 'furor' by the early empire due to its strong connection to a wielder's emotional state. 

as a kossian, aristaeus was born with a naturally high affinity for furor, meaning that he can exert a greater degree of influence over his environment. his power can be broken down into the following branches: 
TELEKINESIS – aristaeus' primary talent is in telekinesis. he can lift, hold and otherwise manipulate objects to a very precise degree. in theory, he can lift light through to heavy objects (around the size of a small car) but the greater the weight the more strain it places on his body.

BIOKINESIS rooted in the primary telekinetic ability, aristaeus is able to manipulate living matter telekinetically, with varying degrees of success. primarily he can temporarily augment his physical traits, allowing himself brief bursts of speed or strength. he is also able to inflict or heal wounds in others, though his ability is restricted by his anatomical knowledge. 

ESP – he does possess a nominal skill for perception based psionics (which would be something like telepathy). primarily, this will manifest in an ability to detect life in his immediate area, read surface-level thoughts (provided he either concentrates or they are especially loud) and glean vague memory impressions off of objects.

VENATOR TRAINING: as a part of the kossian military caste, aristaeus has received decades of physical and psychological conditioning to prepare him for hunting down high-affinity individuals.
COMBAT – he excels in armed and unarmed close-quarter combat. a stun baton or combat knife would be his weapon of choice.

SURVIVAL TRAINING – he has been instructed to survive in hostile terrains, with minimal resources, for extended periods. in addition to this, he is a skilled tracker and performs this function in his operational unit.

PHYSIOLOGICAL KNOWLEDGE – he has extensive knowledge of human anatomy, albeit on a mechanical rather than medical level. this instruction was meant to extend his knowledge of the body's functioning, to manipulate or influence it better.

IMPLANT – a prissite implant (rare, high-value in universe metal) that runs the length of the spine. the implant functions as a passive amplifier, allowing him greater control of his abilities and occasionally pushing himself past what would ordinarily be considered a dangerous limit. surpassing these limits will have obvious physical effects like intense migraines, haemorrhages and even seizures. 

• RAPID HEALING – a passive side-effect of the implant is that aristaeus' body will heal at an accelerated rate dependent on the nature of the injury, and provided his head remains undamaged. obstructions to the injury site will hamper healing. 
KOSSIAN PHYSIOLOGY: while biologically human, aristaeus has some unique characteristics i'm noting because they will influence his behavior.
HIVEMIND – a psychic tether that ties him to the people of the empire and to the ai, THEMIS. as the hivemind operates on moderate drone awareness, individuals maintain a significant amount of personal autonomy and sense of self, but are monitored by THEMIS. in aristaeus' case, this means that he would be able to pick up on the thoughts and emotions of other 'tethered' like himself if he were in close proximity, with relative ease. 

SUB-TETHER – a secondary, "lesser" connection formed between himself and mavis which allows him to occasionally pick up her strong emotions and thoughts. 

♰ SUITABILITY

Strengths:
• PRINCIPLED: to a surprising degree. while he is disdainful of anyone that exists outside of the kossian hivemind, he tends to deal fairly and directly with them and expects the same level of consideration in turn. failure to uphold this basic social contract will not only validate his prejudice but could result in him taking the offense quite personally. in the netherworld, this will reflect as much in his dealing with the locals as it will in his dealing with fellow restless. 

• LOYAL: aristaeus is very much a product of his society. years of indoctrination and conditioning has left him with an almost fanatical devotion to the empire and its cause. this being said, he does genuinely believe that bringing others into the imperial fold is doing them a favour and for this reason he is able to "betray" mavis without seeing this as a contradiction to their own burgeoning relationship. in his mind, the empire is the safest place for her where she will enjoy the best quality of life without having to fear for her safety or hide. 

• RESILIENT: priory training is brutal, pushing novitiates to the edge in an effort to weed out any weak links. having survived to graduate, aristaeus has already demonstrated a considerable mental and physical fortitude. he has carried this forward into his active duty, where he is forced to spend extended periods of time away from the capital, with minimal resources. his ability to bear this discomfort without strain will translate similarly into how he engages with the netherworld. 

Weaknesses:
• OBSESSIVE: aristaeus is prone to forming obsessive fixations. while the ability to hyper-focus has proven to be advantageous, allowing him to tune out distractions and maximize his efficiency, it also means that he quickly becomes consumed by the object of his obsession. its for this reason that he's unable to leave mavis alone once he's aware of her. this is only acerbated by the discovery of their connection. 

• RUTHLESS: aristaeus is willing to do whatever is necessary to ensure his own success and survival. he tends to base his decisions on logic rather than on emotion, which means that he easily divorces the human element of the equation — this is made easier by the fact that he views anyone outside of the empire as being subhuman, and therefore expendable, which is why he is able to massacre mavis' clan without experience an ounce of guilt.

• INTRACTABLE: aristaeus becomes so invested in his decisions that it's difficult for him to deviate once he's settled on a course, regardless of if events take a turn for the worst. moreover, because he is so sure of himself he will struggle to admit when he's made a bad call and will quickly turn bitter and defensive when challenged. as a result of this, he can be difficult to work with and is prone to behaving recklessly, endangering himself and others around him, as seen in how his recent attempt to capture mavis nearly results in their death and does result in the death of his operational unit.

Fears:
REJECTION: leaving aside the fact that nobody enjoys rejection, rejection from the hivemind takes this a step further in that the psychological blowback from being severed might well be lethal. to aristaeus' knowledge, at least, there is no one that has broken from the hive and survived. 

FAILURE: due to his upbringing, aristaeus defines his personal worth by his ability to perform to the correct standard. as a result of this, his fear of failure and being deemed unworthy eclipses his drive to succeed and might lead him to act desperately and irrationally if he feels that he is not meeting that standard.

LOSS OF CONTROL: in kossian society, losing control means "burning out". burning out is when you push so far past your limit that your mind buckles, and you succumb to an irreversible vegetative state. given his extended lifespan it shouldn't be difficult to understand why he would like to avoid this happening to him. 

Desires: more than anything, aristaeus craves connection and acceptance but lacks the understanding of how to achieve this outside of what would be deemed societally appropriate — such as the relationship between himself and his unit. personal attachments and the related intimacies are viewed as something broadly damaging to the kossian society as it priortizes individual needs over that of the collective whole. aristaeus' relationship to his unit is permissable as it facilitates a greater resilience and strength in pursuit of one's duty. despite its intensity, it is still largely transactional.

in contrast, what he wants is something that would be more personal and even selfish. he would like to be able to form the kind of connection with someone that would allow him to be vulnerable without the fear of ridicule.


Regrets: aristaeus believes that his failure to capture mavis initially resulted in the death of the other members of his unit. he regards this as a personal failing – if he had not faltered at that crucial moment, she would never have escaped.

Tethers:
THE PRIORY - this is represented as a mechanical honey bee. the bee is the symbol of the priory proper, while the mechanical embellishments hint at the ai overlord's influence on not only it but the kossian society as a whole. the priory is "home" to aristaeus more so than the capital, as it is where he was raised and taught.

IONE & LETO - the two members of aristaeus' three person unit. leto is an older man with patrician features, who looks to be somewhere in his late thirties to mid forties. ione is a younger woman, who looks to be in her early twenties. they represent a kind of pseud-family and stabilizing force.

⁍ DORATA - two crossed weapons, resembling something between a spear and a riot baton. they're commonly used training weapons, allowing novitates to stun or disable their opponents in the ring. not only is aristaeus proficient in their use, but they represent his personal dedication and belief toward the imperial cause.


♰ OPT-INS / OPT-OUTS


Harrowings: yes
Curses/Pranks: yes
Imprisonment: yes
Encounters: yes
Loss of control: yes

NOTE: nothing i can think of



♰ SAMPLES

TDM TOPLEVEL
ALINA: text but moves to action
CHURCH
somatosensory: ꜱᴏʟᴀʀᴀɴ (Default)
2022-06-25 12:31 am

— character info

Name Aristaeus
Canon Original

Species
Enhanced Human
Sexuality Bisexual

About.

Aristaeus comes from a far-future setting that is reminiscent of dystopian works like Dune or Mad Max. His society is built upon the worship of a sentient AI entity known as "THEMIS," which is credited with bringing about a golden age of technological advancement in the distant past.

Aristaeus himself is an enhanced human who possesses powerful biokinetic abilities. He belongs to a caste known as "venators" or "hunters" and is tasked with recruiting individuals who have a high affinity for "furor". The venators work in teams of three, with their primary objective being their own survival and the safe return of their unit. Their secondary objective is to persuade individuals with high affinity to join their society voluntarily. If persuasion fails, they will forcibly extract the individual and secure them for integration.

Aristaeus has received extensive training in reconnaissance and gathering intelligence, allowing him to effectively track down potential targets. Additionally, he possesses a keen sense of intuition and an ability to quickly adapt to changing situations, which has proven to be invaluable in his role as a tracker. With his expertise, Aristaeus is able to locate and capture individuals with remarkable speed and efficiency.

 
First Impressions.

▸VISUAL.


apparent age; mid-30s
chronological age; 93

height;
6'5"
weight; 215 lbs
build; tall and broad-shouldered, with a lean, muscular build that suggests he's used to pushing his body to its limits

identifying marks;
  • a series of metal divots, roughly the size of a match head (x), are embedded along his spine, beginning just above his sacrum and terminating at the atlas vertebrae of his skull, with the skin around the metal slightly discolored and sensitive to the touch as a result of the healing process after the metal was implanted.
  •  
  • a bite scar on his right shoulder; it's a long, jagged mark that's discolored and indented, with a slightly rough texture to the touch.
  • a jagged and discolored scar runs along his left side from a deep machete wound sustained during a fight, with an indented appearance that gives the impression of cauterization.
 
▸STYLE.

He'll either be wearing a set of full-body tactical combat armor with a ballistic fiber undersuit. The armor is composed of a high-strength graphene nanocomposite and features impact displacing fluid and heat-resistance ceramic plates.

Alternatively, he'll be rocking that desert gremlin chic, which will prioritize comfort and movement over style.

 
▸DEMEANOUR.

Aristaeus carries himself with a sense of confidence and self-assurance that borders on arrogance. He walks with purpose, his movements measured and deliberate, as if he always knows exactly where he is going and what he wants. He exudes a calm energy, but it's clear that there is a quiet intensity simmering just beneath the surface. This could be intimidating to some, as his demeanor suggests a man who is used to being in control and getting what he wants.

He carries himself with the casual certainty of someone that knows that they're the most dangerous thing in the room. Bluntly direct, he will favor decisive action over posturing and small talk — this often means a quick, violent resolution to a problem over a drawn out negotiation.

Despite his obvious self-assurance, there is a certain distance to his demeanor that could make him seem unapproachable. His gaze is steady and unwavering, and he speaks in a direct and assertive manner that commands attention.

 

▸VOICE.

Aristaeus' voice is neutral and lacks any distinguishing features that could reveal his background or upbringing. However, what stands out most about his speaking style is the clarity and precision with which he delivers his words. He enunciates each syllable with care and speaks crisply, ensuring his message is conveyed effectively.

Rather than raising his voice, Aristaeus maintains a level and calm tone. This measured approach to speaking reflects his preference for decisive action over posturing and small talk. When he does speak, he does so in a direct and assertive manner that commands attention without resorting to raising his voice.


▸SCENT.

The scent of old sweat lingers on him, mixed with a subtle earthy fragrance reminiscent of sun-baked sand and parched soil, a testament to his time spent traversing the arid desert. However, there's also a metallic tang to the air, a hint of burnt metal and ozone that's light yet sharp. And if you sniff closely enough, you can detect a faint hint of old blood.


▸MENTAL INFO.

Aristaeus possesses a natural resistance to psychic attacks, a result of being part of a hivemind. His mind is shrouded in a veil of obscurity that makes it difficult to penetrate.

At first, it feels like entering a crowded room, with a persistent but not overwhelming noise. However, upon closer inspection, it's clear that this is the experience of being part of a hivemind. Amid the sea of voices, Aristaeus' thoughts are just another wave in the constant ebb and flow. Distinguishing them from the rest requires a keen familiarity with his mental patterns. Once located, his thoughts blend seamlessly with the hive's collective consciousness. It's like wading through a sea of voices, but finding his thoughts requires concentration and effort.


▸ADDITIONAL INFO.

He will recover quickly from most injuries, save for the most severe ones that cause lasting brain damage. However, the speed of his recovery varies, with more serious injuries taking longer and placing a greater demand on his physical resources.

It's important to note that he cannot heal around obstructions, meaning that any injuries that occur within a blocked area of his body will not heal until the obstruction is removed. Additionally, if he suffers from broken bones or other similar injuries, they will need to be properly set before they can be repaired.

CODE BY MARWOOD