06/05/2026
Check out this character. This is CRAZY! It's a lot but tell us what you think!
FUTUREGEN COMICS
CHARACTER LAYOUT
GRIZZ©
Character Parameters:
True Name: Verij Tal Grul, Ninth of Litter
War Name: Grizz (in his native tongue, means “Wanderer”)
Male biped. Seven-four in height. 502 pounds. Covered in lush black body fur that happens to be armored. Retractable finger and toe claws. Eyes, milky white. Retractable (prehensile) genitalia . . . for the males, anyway.
BACKGROUND
The Primijak are a war-like species who were known and feared throughout their sector of space. Eventually, their reign of interstellar conquest was ended when some clever bastard snuck planet killers onto all four of their home planets—then detonated them all at once. The blasts erased 79.32% of their population and the bulk of their military might. The “lucky” survivors were scattered by their enemies and hunted without mercy.
Each of the four Primijak worlds had a primary sub-race. The Gryndl (who specialized in ships, weaponry, and other hard tech) went on the offensive and were wiped out. The Sasquat (who specialized in genetics) and Yetim (known for their magicks) fled the star system, with hostile fleets on their tails. Most didn’t make it.
The fourth race, The Wendigyr (known for their psychics), didn’t run or attack. The ballsy bastards formed up in a vacant patch of space and invited anyone who wanted to die to pay them a visit. The Wendigyr were the most feared because of their cunning and their psychic abilities. Lumped into one desperate mass, they defiantly awaited their would-be executioners . . . until the Tyhorinn Clans made the Wendigyr an intriguing offer.
The Tyhorinn are mercenary clans who protect trade ships from pirates and (back in the day) Primijak ships. Bound by oaths of neutrality, they were ignored by the Primijak—unless a raid was going on. Then there’d be a scrap and that would be that. They both hated and respected each other’s valor in combat. That’s why the Tyhorinn invited the Primijak to form their own Clan, under their protection.
After an awkward few centuries, the Primijak made peace with the other races. Their warrior culture (think Bushido among their own but Viking to their enemies) helped them adapt and even thrive in the merc game.
At some point, a litter of nine Primijak was born. Eight of them were mighty and healthy (like, 7’9” and between 700-800 pounds). The ninth (Grizz) was the runt of the pack. While raised to be a warrior, he was a much better combat scout with a case of wanderlust.
Via generations of genetic breeding, the Wendigyr were able to master any form of psychics they chose. Most perfected a single type. Telekinesis was a favorite among the warriors, or tech control (for combat pilots). Grizz’s older brothers were fearsome warriors who only lived for battle, females, and wealth.
Grizz was different. He mastered multiple schools of psychics and rarely got his fur bloody. While he didn’t mind violence, the runt preferred to make his enemies kill each other—then watch and giggle. The versatile psychic was a downright menace in a fight because he could kill you like a psychic sniper.
After a few decades in the merc biz, Grizz parted from his siblings, bought a ship, and went into business as a Rim Scout. The occupation called for intrepid souls willing to move beyond the “relative” safety of known space. They’d look for anything of interest and were paid based on the usefulness of their finds: like asteroids to mine, stellar phenomenon, or undiscovered races.
One day, Grizz was buzzing along in his AI-controlled ship when he detected a dark matter rupture. The cause? A planetoid appeared to have been bombarded by weaponized dark matter—possibly as a test firing of some sort of weapon. Was the rupture an intended result or not, Grizz (and his AI) didn’t have a clue.
The AI detected a hyperspace trail large enough for a capital-scale ship. Grizz relayed his findings when his ship’s AI informed him of an undiscovered world on the other side of the rupture.
Earth appeared on his screen. The planet was bombarded by dark matter particles. While the effect was indirect, the AI detected multiple mutations in progress. Grizz ordered it to map them.
Dark matter was known in his side of space but never weaponized or used as energy. For them, it was simply another factor to take into account when plotting a hyperspace course. This rupture wasn’t on his ship’s archive. That’s why the AI suggested that he beam in his findings, go home, and collect a fat payday.
Instead, Grizz verified that the rupture was stable. Then he geared up and launched his shuttle. He detected Earth satellites and had the AI sync into them and gather data on this world. Hours into the deciphering process, his main ship’s sensors detected incoming hostiles.
Five ships, all of unknown origin, with (lesser) dark matter weaponry appeared—via smaller dark matter ruptures. Their weapons easily destroyed his ship. Grizz slipped into the Earth’s debris field and kicked on the stealth. The hostiles created ruptures and left.
Grizz was in a bind. He could return through the rupture but his ship lacked the fuel to get him back to known space. A distress beacon was unlikely to get him rescued because of the distance. If anything, those dark matter ships might pick it up and finish him off.
The only safe haven was Earth. Then, to lock in his decision, Grizz detects a massive hunk of dark matter en route to the rupture. He narrows the scan and detects a sentient lifeform (Big Bruh), who flings the dark matter piece through the rupture . . . and strands him in the Milky Way.
Big Bruh teleports home. Grizz tags the mega’s biosignature, then spends the rest of the day in the Earth’s orbit. Once the shuttle decrypted every Terran language, it went through archives and databases . . . until it fed him some intriguing intel on the “Sasquatch,” “Wendigo,” and “Yeti” legends.
Based on the name similarities, some of the Primijak might’ve made it out here. In need of an ally, Grizz tracked down Big Bruh and made first contact—via telepathy—from a long way off. Eventually, a face-to-face meeting was arranged. While stranded on this intriguing little world, the Rim Scout wasn’t worried about returning home—yet.
Aside from helping Big Bruh master his abilities, the psychic alien wants to find out if his people made it here . . . and what they’ve been up to. Eventually, he finds evidence that some ships did end up here and that the survivors de-evolved.
The Grendel are feral killing machines. The Wendigo were turned into a curse (Google “What is the Wendigo curse?”) The Sasquatch (before their tech crapped out) altered their DNA to become shapeshifters—which is why no one can find them. Most of them are assassins now. The Yeti are the most benign. They hang out in secluded, wintery mountains and study magic.
POWERS
Alien physique – Sturdy, heavy-gee worlder who’s covered with trans mutating, armored and camilan fur. A bit faster than regular humans, Grizz can move about nine tons and is about as tough as a rhino. His nanite-hardened (ivory-looking) claws can rend through most metals. He needs a lot of food and gives off substantial body heat. Grizz is mentally evolved, alien-educated, but only a bit smarter than the average genius. His wits make him dangerous.
Psychic abilities – Grizz is a walking arsenal of mental powers. He’s not a mega-scaled character but his versatility allows him to win most fights. He’s got:
*The ability to read minds and acquire both memories and skills.
*The ability to alter memories.
*Telekinesis (forty-six tons) with a three-mile range.
*The ability to seek, track, and telepathically communicate with living minds (with a seven-mile range).
*Tech control, which allows him to control anything from a TV to ultratech. With a decent signal, his range is global.
*A mind screen, which functions as his most POTENT ability. It can shrug off mental attacks of super and even mega capacity. Torture, pain, and trauma slide off him too. Grizz can even “pretend” to be broken. So, if a team of psychics works on him, he’ll put up a two-day fight then feed them fake memories of his past . . . while discreetly programming each of them to get him out on the third day. Yeah, he’s that devious.
Weapons and tech – Stuff a self-reliant explorer would bring with him. Sensors, a blaster, assorted fighting blades, a first aid kit, life support mask, det charges, comlink, portable terminal, space suit/body armor, some kind of rope-based gadget, a flight rig (?), and rations. Most importantly, there’s a holo-rig, which allows him to pass for a big human.