Either Needed High Moon

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Either Needed High Moon

Aarfy

Government Official
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Today 5:22 PM
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21
Age
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1897. The young and budding town of Lenning wasn't prepared for the influx of break-ins, murders, and disappearing livestock.

Carcasses of missing sheep were found days after their disappearance, picked clean by a large animal of some sort. Lenning, of course, was no stranger to the occasional onslaught of vermin and hungry predators during the brutal winter months, or pesky bandits here and there... but to this scale? The scene was unheard of.

The sheriff, overwhelmed by the sheer amount of activity, fled (or so the mayor reported)- leaving them at the mercy of the unseen culprits.

Enter the new sheriff in town.

There was only one explanation for the sudden spike in brutal criminality, and it took a wolf to know when a pack was nearby.

HIGH MOON

The basic premise is as follows:
There is a wandering gang of werewolf outlaws, hopping from town to town stealing valuables by day and livestock by night. Despite their brutal methods, they do research their targets, making sure they stick to ruining moguls and wealthy ranchers. However, "slip-ups" do happen from time to time, mostly from younger pack members. While the gang was about to leave Lenning and go to a new location, the leader found out about the new werewolf sheriff and felt challenged. In an act of pride, he declared to the gang that they would stay until the sheriff was gone or killed.


Werewolf rules:
Their forms shift, according to the moon phases only effective at night; a new moon would result in no transformation abilities, 1st/3rd quarter moon would be your stereotypical hybrid of human/wolf (which are controllable depending on experience and age), and full moon would render you a complete wolf. The gang is headed by a pack leader who they take orders from. All the members are initiated into their familial pack/gang through the leader. Any member who violates this rule by biting a human during a full moon without permission is killed, though this has not been an issue thus far for them.

RP details:
The events take place in Lenning (northeast town, zoomed upper right box) and the starters will be the new sheriff arriving and the leader subsequently finding out. The gang's camp will be located at the tent symbol along the south of the lake. Roleplay responses will be expected to be at least 150 words longs and expected to contribute to the plot. Ideally, the average would be about 250 words. However, this can be flexible depending on what adequately keeps the fluidity of the RP. There is no order, as long as people aren't left behind. There will most likely be different people interacting in different places at the same time, so we may have to utilize multiple threads or conversations.


MAP OF ROLEPLAY
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Lenning is the town located northeast. The region is called Kingston Point.
As the roleplay progresses, the remaining towns and regions will be introduced.

Roles available:
  • Sheriff, Elliot Graves [werewolf, 30-59yr - CLOSED]: A lone wolf who has recently replaced the old sheriff, determined to dismantle the gang at any cost.
  • Deputy [human, 18-30yr - OPEN]: The inexperienced deputy that means well, who is unwillingly sucked into the world of werewolves.
  • Mogul's daughter, Genevieve Farrow [human, 20-30yr - CLOSED]: She lost her father and fortune to the gang, and does her own private investigations.
  • Other civilians [human, any age- OPEN]: If there is a role you'd like to create, you can do so under this role. Unlimited slots.
  • Outlaw Leader [werewolf, 40-59yr -CLOSED]: The stubborn leader who refuses to lose to the sheriff, they are completely blinded by pride.
  • Outlaw 1, Ransom Cox [werewolf, 25-30yr - CLOSED]: The trusted right-hand that has been a werewolf 2nd longest to the leader.
  • Outlaw 2, Aria Grey [werewolf, 18-25yr- CLOSED]: The newest member of the pack, has very little control over lycanthropy and is going through training.
  • Outlaw 3 [werewolf 20-30yr- OPEN]: The loose cannon who was formerly the newest, challenges the authority of almost everyone.
  • Outlaw 4 [werewolf 25-30yr-OPEN]: The"logistics" of the gang that deals with researching potential targets and selling stolen goods.

How to apply: You may apply for more than one character, but you will only get one role. When you have been selected I will notify you and change the status from OPEN to CLOSED. You may add to the template as much as you like as long as you fill out the minimum. There is only one role that has a specified gender, and that is the Mogul's daughter. Depending on the interest, I will tailor these.

TEMPLATE:

NAME:

ROLE:
AGE:
PRONOUNS:

IMAGE OF APPEARANCE OR DESCRIPTION:
PERSONALITY:
BACKSTORY:

 
Last edited:
NAME: Ransom Cox
ROLE: Outlaw 1
AGE: 26
PRONOUNS: he/him
IMAGE OF APPEARANCE OR DESCRIPTION:

ransom1.png
(my art pwease do not use w/o permission!)
Ransom's hair is a dusty color, as is his wolf form. At around 6'3 he's a standout figure, but his generic features can often work in his favor for confusing witnesses. His complexion is rosy, but always scuffed up one way or another. It's hard to pinpoint his exact age by looking at him, which he also uses to his advantage when a bandana to conceal his identity isn't around.
PERSONALITY: Ransom has a difficult time planning for himself, and requires constant orders- he is practically the opposite of a lone wolf. Despite being much younger than the leader, he has an obscene bounty on him that is higher... which means he's been doing most of the dirty work. He doesn't question or have ill feelings toward it, though. The leader will designate him to show others the ropes of their "gift," which he happily obliges to. Overall, he's optimistic about their prospects and easy to talk to. His etiquette is abysmal and he's certainly not the most eloquent, instead, he maneuvers his way through sticky situations with action.
BACKSTORY: Ransom's origins are shrouded by tragic circumstances he keeps to himself. What is known, is that he was cursed by the leader when he was about 13, and it took him most of his teen years to learn how to deal with it. At age 15 he was given his own gun, which he dedicated enough time to that he gained some notoriety for his marksmanship. The life of an outlaw is all he's ever known, and he keeps the gang close to his heart as the only real family he's ever had. He was practically raised by the leader and developed an immense loyalty to them throughout the years. Unfortunately, this has made him extremely dependent and sometimes compulsively responsible. Upon arriving in Lenning, he built up an inconspicuous presence for surveillance purposes, as he had in previous towns.
 
NAME: Aria Grey

ROLE: Outlaw 2

AGE: 18

PRONOUNS: She/Her


PERSONALITY: Aria is quite a wild one. She is know to be rebellious at times and if she doesn't like what she's told she is very open about it. Though she is an adult she still carries around many child like qualities like being energetic and quite immature. Being energetic makes her very talkative and can get to the point of it being annoying. She does have a temper but her triggers are quite unclear. Sometimes she has mood shifts and can be a real bitch and other times she is as sweet as a toddler. She does care for others and will fight for those she loves even if it were to result in her own death. Aria isnt one for grudges but if you have harmed her or her friends bad enough then you can forget her trust and had better run. You may not even get far...

BACKSTORY: Aria grew up with her father when she was younger and had no mother that she knew of. Her father was a farmer and worked hard to keep them both fed, warm, and dry. As Aria grew older she grew restless with being stuck around the farm and ran off to explore often. Finishing her mandatory chores before rushing into the forest to climb trees and have fun. Though as she grew much closer to adulthood her father grew sick and passed away and she wasn't able to keep up with the farm. With nothing left but memories the girl set off to find her own place. She didn't want to be a farmer and she never connected well with the other villagers. In her travels she was attacked and cursed. Though she hadn't seen who had attacked her. Since that day she had been turning into a monster uncontrollably at night. Though soon she had been picked up by a band of people cursed like her. She had received promises to be taught how to control her curse better and had began to tag along with them.
 
NAME: Genevieve Farrow
NICKNAME: Evie
ROLE: Mogul's daughter
AGE: 25
PRONOUNS:
she/her
IMAGE OF APPEARANCE:


PERSONALITY:
She seems to be testing out if the theory of "curiosity killed the cat" is really true. Evie has a need to know the inner workings of everything, and it drives her crazy if she can't figure it out. So when her father was robbed and killed by a group of outlaws, naturally she went straight into investigation mode. She is level-headed and smart for the most part, but as soon as she sees some form of injustice being carried out, and nothing is done about it, she loses it. Regardless of the fact that she no longer has the fortune to back up her elite status, she still exudes a proper and elegant air. Until she feels disrespected or threatened. She has a ferocity in her that many rarely see, and she can hold her own fairly well. She doesn't have time for personal connections with others, and she remains closed off to emotional connections. Finding out who wronged her father is her first priority.

BACKSTORY:
Evie was born into an easy life for the events happening at the time. She had wealth that provided her family comfort, and she didn't have to worry about not being taken care of. Her mother died of an unknown disease when she was a child, and she grew closer to her father as a result. Regardless of his fortune and status, he was a kind man, and Evie took notice and decided that she wanted to follow in his footsteps. When tragedy ac struck them and her father was killed, it broke her. But she didn't let anyone see it. She internalized it and made it her life's mission to discover what happened. She worked as a private investigator to make enough money to get herself back on her feet after losing everything, and now she lives on her own while searching for answers.
 
Bumping this ^_^ Just a notice that if no one claims the leader role soon, I will fill it so I can start getting the story stitched together more
 
Okies. So we are not allowed multiple characters or are we?
 
Okies. So we are not allowed multiple characters or are we?
Since there aren't too many applications, I will allow an additional character ^_^ Plus, depending on the direction of the RP, I can open future roles for new people as they visit new towns
 
Okies! Mind if i make an older brother for my other character then?
 
Do you know what role that character would fill? I can't add a separate outlaw role for him since they're limited, would he be a civilian?
 
That's alright, then!! I'll go ahead and add it
 
Hey there - at the store at the moment but I'd be down to play the Sherrif role if it's still open! I'll toss down a app after I get back.
 
NAME: Elliot Graves
ROLE: Sheriff
AGE: 35
PRONOUNS: he/him
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PERSONALITY:

A grizzled cowboy much removed from several decades of traveling rough terrain, this retired bounty hunter retains an overall stoic demeanor. The man, though usually complacent enough, has quite the temper that has not been quelled with time and wisdom. Where he was once passionate, experience in firefights and shoddy relationships has made this man a pessimist at the best of times. Most who meet him regard him as quite the regular man, though there is something melancholic to the look in his eyes.

BACKSTORY: Elliot Graves, or Graves as most refer to him, grew up a pauper's lifestyle in the plains of West Texas. With his father's life having been taken in the Civil War, there was little to his family's name. Because of this, Graves and his mother were forced to take odd jobs as soon as the man came of age. This set him on a path from cattle ranching to law enforcement, and from law enforcement to bounty hunting. It was on one particular bounty hunt that led to his accidental turning.

In a dusty town that hardly anyone knew by name much less could point out on a map, Graves and his mark fought. Eventually, Graves found that he had met his match. Though, not without having been bitten. His mark had left him bleeding out in those empty streets of that desolate town. No one could have thought he would live.


It was during this time that he lost everything. The man had married, but his mark had unfortunately researched such. There was a price to be payed for taking a job on a Werewolf. Such would be paid in blood.

Now, having survived his wounds, he spends his early-retirement searching for those that have wronged him. When he has to, he takes odd-jobs. It just so happens that this particular job, that of a lawman, would force him to encounter his own kind once more.
 
NAME: Russell 'Patch' Creek
NICKNAME: Patch
ROLE: Bounty Hunter
AGE: 39
PRONOUNS: He/Him

Appearance:

From a close shave with death, a cruel line goes up through the left of his lip, the side of his nose and through his eye before slowly vanishing up through his eyebrow. As for what, he tends to rarely ever speak of it. Only that he was lucky enough to get away with one eye left. Dressed in the usual, duster jacket, belt and six shot belt. Hard boots which have seen better days, Patch's line of work is in what people tend to overlook and not or not want to see. While sometimes his line of work is dirty, it gets him coin its clear he dresses for the practical over formal. Checker shirt, tucked into a pair of well worn trousers and tattoos along both arms with a tanned Caucasian appearance.

Oddly he has an accent - while not from these parts he has a thick Australian accent along with a sharp attitude to boot. While leaner, he's toned and while tall at 6.2ft shows the wariness he has with others which comes with experience.

PERSONALITY:

Not one to start a fight but sure as all hell, patient enough to finish one easily enough. Honest, able he prefers his line of work to those who prefer to stoop low into the line of crime, though still flexible enough to bend the rules and understand that theres always a need to survive. In his line of work there's been something he's had a brush with and Death was probably next in line. But he was lucky. As for what it was, while he has a grudging respect for it, there's a personal issue that needs settling regarding the murder of a few good friends of his. While educated he hides it, preferring to observe than merely react and wait for the opportune time to use it.

Dislikes animal abuse.
Treats his horse as best as he can, with what skills he has does his best to also make ends meet.
Isn't afraid to pitch in helping - as long as there's a reward.


BACKSTORY:

Patch is a man who has danced with Death long before visiting this end of the extremes in the northern hemisphere. His time in the bush working in various fields and along others who were just as skilled trackers got him into the stretch of law hunting criminals who had tried to escape. After saving enough - left Australia for the northern - brought on by the possibility of better prospects and after a time for him it was the same method just different terrain and a culture of brutality and occasional sporadic violence.

It was on one of these long hunts his group were viciously murdered by what he was only able to hear it and hide after getting his face almost torn off and later found delirious from the pain. Knew something out there was much worse than bears, wildcats - still - getting back into it he never let it go. Only instead became an interest in the supernatural, having realised now he wasn't the top of the foodchain. But smart enough not to talk about it to come across as crazy.
 
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