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#1 User is offline   The Lord Inquisitor 

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Posted 21 November 2010 - 09:37 AM

Alright, as the first characters are coming in, it's time to get them in a public place so others can see what you're doing, take inspiration and so forth. Look, I'll even go first (though without skill slots, as these won't conform to the standard points distribution...hence why Inquisitors and the like are discouraged) and post up the bio of the Lord Inquisitor and his fellow(s).

************

Name: Inquisitor Lord Farzael



Age: 364, by virtue of the juvenat technology at his disposal



Gender: Male



Race: Human



Background: Taken as a child from the Hive world of Yaxafen 3, the man who would one day claim the name 'Farzael', along with the feared and esteemed position of Inquisitor Lord, was a potent psyker even then. Seconded to the Inquisitor. Caberus, who found him, as is standard practice, Farzael was taught most of his trade on long journeys across the stars. When finally it came time for him to be raised to the full rank of Inquisitor, it was noted that he had not only mastered his innate, Warp-given powers, but had become equally proficient with Power Sword and Bolt Pistol under the tutelage of his master.

Parting ways, the young Farzael would create a name for himself due to his ruthless efficiency - a trait he had perhaps inherited from Caberus, but one which he took to extremes - and willingness to go the 'extra mile', even for an Inquisitor, to get the job done with minimal casualties, he is as famous for never having needed to issue an Exterminatus order as he is for his unique take on each mission.

He has also made a point of decrying any of the commonly accepted philosophies amongst the Inquisition, preferring to deal with incidents and encounters on a case-by-case basis. To this end, he has been known to adopt 'questionable' methods, such as making use of alien artifacts and assistants, while on other occasions he pursues the Inquisitorial Mandate with vigor. While this has made him some enemies amongst the Inquisition, most are more confused at his seeming inconsistencies than concerned by them, though the longer he lives the more likely this is to get worse.

It is said that, long ago, he was thought of as weak-willed, or perhaps too emotionally attached to life to order the death of billions - but that reputation has long been forgotten. Farzael has personally slain over fifty marked as Diabolus, and has successfully led raids against countless cult enclaves and put down numerous rebellions - often resulting in large losses of life.

Moreover, his amazing ability to get the job done without resorting to drastic measures saw his career take off early in his second century of life, where he was promoted to the ranks of the Lordship, a recognition of the great respect and influence he held amongst his fellow Inquisitors. From around this time, he has been the nominal head of a High Conclave overseeing the local sector, but spent much of his time searching elsewhere for his former tutor, Caberus, who disappeared just before Farzael's promotion. To this day, he has not had any success - a single blemish upon an otherwise untarnished record of 'remarkable achievements', and this is considered a sore point for a man with a lot of pride.

Despite this, Farzael still has responsibilities to attend to, and he is regularly to be found, complete with entourage, engaging in Inquisitorial duties. As a rule, he likes to thoroughly research events and people before he moves on them, often with a highly complex, but effective plan of attack. He often makes use of the Actions in order to gain this information, and though he is incredibly proficient at these after more than three hundred years of practice, losses due to these interrogations count for a reasonably high percentage of his civilian casualties. Though really, if such measures are necessary, were they truly innocent? Unlikely.



Appearance: Standing a little over six and a half feet tall when in full Power Armour, the Inquisitor normally shuns this setup when on board his ship, the Vicious Salutation, and so stands at his natural five-eleven. Built to match this height, Farzael is a solid man, and so is all the more intimidating in his dark grey suits and signature black-and-gold, high-collared cloak. Appearing roughly in his early thirties due to the juvenat processes, Farzael has graying hair - an oddity given the youth-inducement treatments - and dark gray eyes.

He carries a Force Sword and a Needle Pistol at his waist - the elegant and silent weapon a symbol of his...relative precision in dealing with problems. Both his hands are gloved, and he claims this helps the Force weapon to channel his powers.

Farzael's voice is soft and hard - he doesn't expect to have to raise his voice to be heard. A reasonable assumption when you have the authority he wields. His mannerisms reflect his methodology, too - he speaks slowly and clearly, raising the least amount of aggression in his audience necessary to get his message across. If he has to, he will use his considerable psychic powers to influence people through his voice. He seems to be supremely relaxed, and yet also aware of everything around him at all times - it is as if he never stops thinking, noticing, remembering. Overall, these combine to give him an aura that puts even the hardest and most degenerate of men on edge.

He wears his Inquisitorial seal on a chain about his neck, in plain view most of the time. On a shorter chain, he wears an Eldar spirit stone he took from a vanquished Farseer - a battle that cost him many of his followers' lives.


**********

Name: Inquisitor Raquelia



Age: 34



Gender: Female



Race: Human




Background: Raquelia was Farzael's first recruit into the ranks of the Inquisition, and the only surviving member of his previous retinue. He found her when she was six, on a Civilised world which was experiencing high Warp disturbances across the main continent, and took her as a neophyte to accompany him, after spending the next ten years of her life in training at the Schola Progenium. Already an Inquisitor Lord, Farzael had it within his power to raise Raquelia to the rank of Inquisitor without the consent of any others, and he did this when she turned twenty five.

Unlike most students who, although they often retain a close association with their former master or mistress, go their own way and pursue their own agenda after being invested as a full Inquisitor, Raquelia chose to continue to serve directly with Farzael. This caused a stir amongst the Lord's enemies in the Inquisition, and rumours still abound to this day of a relationship closer than is normal between the pair, though they are only maintained through whispers amongst the boldest of Farzael's opponents - most are not so foolish as to risk his wrath. They have proven a formidable duo, and the assistance provided by Raquelia has allowed Farzael to spread his attention between commitments more confidently and efficiently. As companions of almost thirty years, those few who have witnessed them together in battle or communication have noted an almost instinctive ability to co-ordinate, with few words or gestures necessary to facilitate it.

Raquelia has, either on her own or together with Farzael, taken down more than her fair share of cultists, heretics, witches, xenos and daemons. Despite this, away from Farzael's presence she never seems quite self-assured, as if being away from the protective aura of his authority and confidence saps her own, and this is noticeable enough to disconcert people who have seen her in both situations. Her uncertainty makes her less effective at executing plans of her own creation - she has some way to go yet before she can achieve the brilliance attributed to Farzael - but she nevertheless is competent enough to achieve her goals without significant collateral damage most times.

Like Farzael, Raquelia has yet to adopt a particular stance on the use of alien technologies, or employing the aid of xeno mercenaries, though this is probably more to do with her experiences alongside her master's retinue as a personal choice. She has also been entrusted with much of Farzael's interrogations over the years, as she seems to have a more natural talent at such work the he does - confessions are often extracted well before the subject expires from the ordeal, something Farzael has always had trouble with.

Her skills focus heavily on her powers a psyker, tending to take the form of single, well-placed bolts rather than many poorly placed shots, and she has been known to clear entire rooms of opponents like this in a matter of seconds, given the element of surprise. However, her favored form of combat is with the sword, and if at all possible she will forgo the use of a gun entirely in favor of either melee combat or simple psychic attacks. Preferring to use quick strikes which cause her opponent to bleed out, or become incapacitated from pain, Raquelia here also makes use of her psychic abilities to foresee her opponent's moves before they are made, and to help direct her attacks. While she is not Farzael's match in physical combat, Raquelia is most certainly his equal in psychic power - it is likely that this is what he first noticed about her, all those years ago. This combination of skills makes her a formidable opponent, though she is at a disadvantage if she is ever forced to enter a gunfight with alert opponents, as sheer volume of fire can prevent her from lining up shots (usually, this is when she will simply immolate half the room...).



Appearance: Raquelia is still incredibly youthful, thanks once again to the wonders of juvenat technology, appearing to be barely past twenty years of age - and it is likely that this is where her looks will stay for another century or more, if she lives that long. Attractive, Raquelia nonetheless wouldn't be called 'beautiful' - soft features barring her eyes, which bely a life led exterminating and torturing heretics and the like, she lacks the defined lines of more traditional icons, falling instead into a category more suited to teenagers than women.

A slender frame hides her physical strength, enhanced by chemical- and implant-based augmentations, when out of power armour Raquelia stands a little taller than Farzael, falling on the other side of six feet. Light brown hair in a pony tail and (admittedly cold) blue eyes complete the look, which probably doesn't help her as far as looking like an Inquisitor goes. When out of her Inquisitorial armour, she wears finely decorated attire, usually consisting of matching shoes, leggings, skirt, long-sleeved shirt and gloves, almost always in browns and greens. This is topped off by her black Inquisitors cloak - with a lower collar than normal.

Like Farzael, Raquelia wields a Force Sword, sheathed at her hip. Kept out of sight on her lower back is a sub-sized bolt pistol, master-crafted for her by an Artificer friend of Farzael.

She has a clear but soft voice, and speaks with an accent that can only be described as neutral, leaving no hint of her formative years on a civilised world. When around Farzael she rarely speaks, but when she does it is with all the confidence and authority that he commands - when on her own, she is more reserved, cautious, and if anything quieter. She yet lacks the older Inquisitor's quietly disconcerting aura, leaving instead a more vulnerable appearance which still works to her advantage most of the time, when she does decide to make her presence and the authority of her station felt, usually through liberal application of psychic powers.

Her Inquisitorial seal is kept pinned to her cloak at formal occasions (at which she also often switches to a more elegant dress, and loses the gloves, revealing heavily tattooed hands - swirling, arcane patterns snake out from the Inquisitorial symbols on her palms (=][=) and spread around to the backs of her hands, and along her fingers, and down to her wrists), and is kept in an inner pocket at other times. She also wears a necklace - a gold chain with a plain gold ring on the end, but this is normally kept well out of sight, though she is always wearing it.

This post has been edited by The Lord Inquisitor: 22 November 2010 - 08:32 PM

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#2 User is offline   The Lord Inquisitor 

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Posted 21 November 2010 - 09:52 AM

Our first player's character (I won't name names because we might yet play with alts...still not sure on that):

Name: Enginseer Travaz Malakai



Age: 63 years old



Gender: Male



Background: Fairly chatty, if a little worn from experiences, and slightly too informal to be racing up the promotion ladder, but still firmly devoted to the Omnissiah and the Adeptus Mechanicus. Will expand ingame. (the character, not the waistline)

A typical Enginseer formerly working quietly towards becoming a Magos Technicus, Malakai was one of the few survivors from the 42nd Ghatam regiment of the Imperial Guard after an Orkish Waaagh rampaging through the system of Ghatam fell upon his home planet of Skiradon, he and the remnants escaping with most of a PDF regiment based in the capital of Skiros via the unexplored tunnels recently discovered beneath the city. What the few survivors found there is classified to Inquisitorial levels and above, but the rumours of a 'green glow' were explained away as an experimental Ork weapon failing miserably and allowing the complete success of the Imperial relief force.

Since then the Enginseer was assigned to the Imperial Guard's 8106th artillery regiment originally enroute to Armageddon but due to the travails of the Warp the regiment's troopship arrived in the system half buried in the space hulk Bringer of Sorrow, with thirty percent of the crew barricading themselves in the rear of the ship from the Genestealer denizens of the hulk long enough for the Imperial Navy to rescue the survivors, now down to less than a hundred. An item found by Malakai in the breached storage hold was sufficent to attract the attention of one of the system's visiting Inquisitors, and after several thorough background checks and debriefing the Enginseer was both talented and expendable enough to be recruited for this... initiative.



Appearance: Bigass traditional Mechanicus red robe

70%ish of body replaced with bionic implants including a neckmounted rebreather, cybereyes within the mask, hatch for tasteless gruel, plus bionic arms + legs + some organs

Mechanicus symbol mask over face, cybereyes fitted where the eyes are on the mask, makes face look smaller, rather disconcerting if you ask me

PIPES EVERYWHERE, clunky, noisy, and heavy as hell

Three mechadendrites:
Two manipulator mechadendrites, one on each shoulder (classic servoarms, slower but vicelike)
One utility mechadendrite, sternum mounted, hidden under robe mostly to spare sensibilities (for fine work, welding, various tools, sockets/plugs for interfacing)

Mind Impulse Unit (MIU), wired (no ranged hacking schenanigans for this guy)

Extensive tool kit (all the little tools and devices that won't fit on the utility mechadendrite)

Lots of sacred unguents, oils and incense

Two hanging censers to fit on the servoarms while performing rituals to appease machine spirits and the like for the incense burning

Bolt pistol and probably some kind of axe, chain or otherwise, as standard equipment for the Mechanicus personnel assigned to Guard regiments

Aiming to requisition:
a combiplasma with bolter clips and plasma refills (because he's the only guy likely enough to know enough about it to keep it both well maintained and from exploding)
melta bombs (in case any technology has been tainted beyond redemption by Chaos and needs destroying for its own good, otherwise blowing up machines is a big no no)
a couple of servitors with an autocannon and lascannon (for backup in case things get hairy, they'll stay by the dropship/in the Inquistorial vessel normally)



Skills:

Persuasion 1 (he has a face for radio)

Barter 2 (knows his materials to requisition, not so good on not terrifying storekeepers)

Intelligence 5 (KNOWLEDGE FOR THE KNOWLEDGE GOD! COGS FOR THE COG THRONE!)

Combat 1 (will give you some mean purple nurples with servoarms but not really into all the closeup action)

Ballistics 3 (ran teams of servitors with heavy weapons, so good shot - also steady hands, all five of them)

Toughness 4 (he is pretty metal, as in 70%ish volume, not much flesh to be injured)

Agility 0 (yes, zero, he's as flexible as diamond)

Intimidation 3 (pretty scary if you ask me)

Willpower 2 (good control over his body, in most cases via remote control)

Leadership 1 (fantastic at giving orders to servitors, not good on questions)

'Archeotech Hunter', 2 points (come on, he's a Techpriest! I HAVE to take this!)

This post has been edited by The Lord Inquisitor: 21 November 2010 - 09:55 AM

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Posted 22 November 2010 - 12:36 AM

Second character:

Name: Kynia G'Kal, Adepta Administratum at the rank of Ordinatus



Age: 27 (plus two years lost in the Warp while travelling)



Sex: Female



Overview: Kynia K'Gal is a slight, small woman with honey blond hair cut into a bobcut, standing at 5'5. In contrast with her slender arms, torso and hips, her legs are extremely muscular and her hands show calluses on the palm and fingertips. On her arms and feet, small angel wings are tattooed.
While she's not too hard on the eye, her appearance is not entirely pleasing: her nose is too long, her lips too full, her voice is rather nasal and she seems somewhat hesitant to look others in the eye – instead, she focuses on the forehead.

Kynia K'Gal is employed by the Administratum, at the rank of Ordinatus, tasked with interstellar purchase and transport of local goods to the planet of Terra.



Skills:

Persuasion: 3 (circumventing the usual red tape requires some persuasiveness)

Barter: 1 (You shall provide, in the name of the God-Emperor! Repeat it more often and louder if this does not seem to have the desired effect)

Intelligence: 2 (not much of a planner).

Combat: 3 (did a martial art course once. One that lasted for a duration of CLASSIFIED and was taught by CLASSIFIED).

Ballistics: 3 (spent some time on the CLASSIFIED shooting range).

Toughness: 2 (slight little woman).

Agility: 5 (spent some time training at the CLASSIFIED with CLASSIFIED)

Intimidation: -1 (slight little woman)

Willpower: 2 (just enough to remember The only good xeno is a dead xeno! when tempted and to bite through any pain that is not tied to extensive torture, severance of limbs, or serious rending of the torso, face or head)

Leadership: 0 (loner).

Abilities:
Stealth (slight little woman)



Backstory:

To Lord Farzael,

I had quite some difficulty obtaining any information at all about this Kynia K'Gal.

She was once known as Daughter number Seven of worker K'Gal on the Hive World of Ophelia VI, and exhibited a curiosity that in time could only kill the cat. In this case, proverbially only, as number Seven snuck unto an interplanetary supply ship of the Sisters of Battle.
What follows, is mostly classified.

Number Seven was discovered and interred. The details of her capture and subsequent releases are classified at system government level – as are several other parts of her file. I do not have access to that, the codes and seals required are far beyond my authorization, and some of those belong to the Ecclesiarchy – you may have more success yourself. What is known, is that three years later, a certain Kynia K'Gal surfaced on Terra as a student of the Import Regulation Department of the Administratum, with the illustrious sponsorship of [REDACTED =|=].

From what I have managed to uncover of her recommendations, Kynia K'Gal proved to be a rather erratic student at best, and would have been sent away if it was not for said sponsorship. Her training was supplemented with extra-curricular activities, all of which are classified.

At age twenty, Kynia K'Gal boarded the interstellar barge Jhagatai's Knuckle, destination Helior III, as a student of Ordinatus Filomon, Adeptus Administratum. The precise developments on Helior III are sealed by the order of the Administratum, but it seems the conduct of Kynia K'Gal was marred by a high degree of unordained actions, leading directly to a riot in one of the lower subterranean neighbourhoods of Helior IIIs spaceport city. The Imperial Guard regiment that put the rebellion down reported a large number of chaos-insignia.
Jhagatai's Knuckle had disappeared into the Warp before Planetary Defense could intercept the barge. Upon its arrival on Earth, Ordinatus Filomon was questioned, then executed. In his stead, Kynia K'Gal was appointed for his function, which is remarkable as neither her experience nor her record suggest anything meriting the promotion.

Kynia K'Gal has crossed the warp several times, each time travelling to planets and systems where Chaos activity is higher than usual. Each time, her appearance seems to increase tensions. For her past three crosses through the Warp, K'Gal failed to return to Terra, although she has sent several packages under the seal of her benefactor to Earth.

I am not sure whether you'd want to take her with you on this mission. Even without taking into considering the static surrounding her, she also seems to be related to chaos. This may not be entirely incidental. The records of the [REDACTED =|=] list a certain Sister Kynia as 'On Service' recruited one year after number Sevens capture, and two years before Kynia G'Kal enlisted with the Administratum.

- T.

--------------------

'[REDACTED =|=]

Your presence is wanted elsewhere. Further details will be provided. After your previous assignments, the bureaucracy has grown worried. It seems likely you will not be able to continue your mission by yourself until it is time to return to [REDACTED =|=], and you may require both back-up and a cover.
We have arranged for you to be presented to Inquisitor Farzael. He knows nothing of your previous missions, and we are confident of your cover, but he is the kind of man to investigate.

[REDACTED =|=]
.'



Appearance: honey blond hair, bobcut, dark brown eyes, overlong nose and a too full mouth, slight of built, slightly nasal voice, body of a gymnast (so rather muscular thighs and stomach, slender arms, and just too skinny overall to cater to the male sense of beauty), tattooed wings on shoulders and feet, as well as an horseshoe/omega around the navel…

Method of infiltration:
Few artifacts are unguarded, and therefore, detection is a near guarantee.
Kynia's method is to go undetected as long as possible, hence all the emphasis on camouflage, but at some point, that won't save you. Dead guards will be found, sensor motions will be triggered, mystic alarms go off. Sometimes, you just have to pass a lighted corridor with a guard in front. And the technology to circumvent that kind of stuff is for Vindicare only, most certainly not for a two-bit thief who still has to prove herself to the [REDACTED =|=] on Terra…. Not to mention that when you have your hands on the artefact, you will probably have to run like Khorne himself is on your heels thanks to all the guards and mystic alarms that are bound to be there.
So, her mantra is: if you can move so fast that they don't have time to realize your purpose, organize themselves, close all their gates and/or organize a pursuit, you will probably get out alive.
Being able to maintain a near-sprint for several minutes and having the acrobatic skills to jump, slide and dodge just about everything they might try and get in your way, helps.
So far, it worked.

Combat philosophy: Kynia is not a [REDACTED =|=]. Instead, she is a highly trained acrobatic cat-burglar annex escape artist. However, since few artifacts are unguarded, detection is a near guarantee, so she has combat training and a combat philosophy: go for tendons and arteries.

Gear:
Semi-loose camouflage suits (white-beige, concrete-grey/brown, black/dark blue, green/brown, can be worn one over the other)

Light mocassins in matching colors with blades set in the outside to aid in climbing and combat

Warmth isolating undersuit

Administrator suits and identification papers as Kynia G'Kal, Adepta Administratum, rank of Ordinatus, tasked with interstellar purchase and transport of local goods to the planet of Terra (as that is where the order is based).

Motor cycle

Hand flamer w/ ten canisters of Promethium in the backpack

Standard Combat knife

Garrotte

Fifteen feet of rope

Smoke Grenades

Two muted servants to carry her wardrobe and stuff (what official can go without lackeys, after all?), called Screech and Gurgle.

Metal framed small backpack for gear storage and storage of (corrupted?) artifacts, gun holster attached, reloading mechanism for the hand flamer included.

This post has been edited by The Lord Inquisitor: 26 November 2010 - 11:11 AM

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Posted 22 November 2010 - 11:27 AM

Updated Raquelia.

People who have just submitted characters to me: your bios will go up tomorrow. :)
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Posted 22 November 2010 - 08:26 PM

Number three:

Name: Faelus Cartinor



Race: Human



Sex: Male



Age: 27



Background:

Born to Enginseer parents serving abord the Vengeance class Grand Cruiser The Cleansing Flame, Faelus spend the majority of his formative years clambering through the extensive weapons batteries of the ship assisting his father. After the The Cleansing Flame was retired from active service, Faelus began induction into the Adeptus Mechanicus on the forge world Omnicron 71-DX, initially receiving Enginseer training in order to follow the path of his father. However, his inuitive thinking love for specialised machinery (ranged weapons in particular) resulted in his transfer to Rune Mechanic training. On completion of his training he moved to Mars, where he joined Collegie Titanica as a weapons researcher. The high point in his career to this date is his work as a researcher into hotshot laser technology, which in a small way contributed to the ongoing replacement of Hellguns with Hotshot Lasweaponry in the armament of the Imperial Shock Troopers.

Hoping to reach the rank of Artisan, but lacking real-world experience, he has requested transfer to an active detail in order to test a weapons system that he has designed.

[REDACTED =|=]



Appearance:

Very little of Faelus can be observed to be commented on - wearing the full length robes of his order with long volimunous sleeves in addition to a visored halfhelm, only his jawline and neck are visible and appear human. His profile is also stock, albeit slightly-built, human in shape, with no protrusions or bumps that would indicate attached equipment. On the whole non-descript and unlikely to be commented on in a crowd.



Skills:

Intimately familiar with ballistics weapons technology, Faelus is able to operate the majority of weapons with a high level of skill. Although a very accurate shot, he believes that each round fired is a research opportunity and fires slowly in order to observe and record all data gathered, possibly calibrating and adjusting his weapon between shots. Faelus has had no training in close quarters combat, or any other physical conditioning. Unlikely to fire a weapon in combat except at long distances, during close to medium combat situations he is more likely to observe the weaponry of both his allies and his foes.

Persuasion: 2 - Knows what he wants and determined to get it. Also able to put together a intelligent and compelling argument, but not likely to lie his way out of trouble

Barter: 2 - Aware of the worth of an item, especially anything related to weaponry, but used to just requisitioning any equipment he needs for research

Intelligence: 4 - Highly intelligent, has spent the last 10 years in a research environment

Combat: 0 - No close quarters training. Knows which end of a sword you hold but not much more

Ballistics: 4 - Specialised in weapons research, has logged more than 5 000 hours on a firing range firing a wide variety of weapons types

Toughness: 1 - Not particularly stockily built and with no physical augmentation, this is more a product of willpower than anything else

Agility: 1 - Similar to toughness, his neural implants give him a fast reaction time but he lacks the physical aptitude to do more than duck

Intimidation: 1 - Non-descript and not intimidating, gets a point for the fear his robes would engender

Willpower: 3 - Very determined and focused

Leadership: 2 - Commanded lesser ranked adepts towards the end of his research, knows how to delegate tasks and assign roles, but relied on the authority of his position to enforce his orders. Efficient, but not a 'natural leader'

Deadeye - In order to test a weapon's accuracy, one must be certain it is aimed precisely. Incredibly accurate, but slow and methodical.

Archeotech Hunter - As a techpriest dedicated to expanding the knowledge of his order and awakening the machine god, he will not pass up an opportunity to acquire archeotechnology, especially weapons related.



Equipment:

Wears the robes of his order, with a spare set available; as well as an armored half-helm with a mirrored visor and heavy boots for the purpose of this mission.

Lightly augmented do to his need to interact with veterans during the course of his studies. The majority of his implants are neural, in order to aid with his data gathering and calculations or precisely control his body when firing or working on a weapon. Can significantly increase the speed at which he perceives the world for short periods of time. Can communicate in tech-lingua and hardwire himself to equipment.

[REDACTED =|=]

One ceramic case with a shoulder strap, containing a disassembled needler sniper rifle that takes about a minute to put together, a variety of needler cartridges, and the standard rune mechanic equipment.

Was issued with a flak jacket, but does not wear it unless a combat situation is expected.

This post has been edited by The Lord Inquisitor: 22 November 2010 - 08:26 PM

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Posted 22 November 2010 - 08:29 PM

And a fourth:

Name: Justinian Funus Obitus



Race: Human



Gender: Male



Age: 93 (looks to be in his early twenties)



Description:

Justinian Funus Obitus is a tall man in his early twenties, though his presence is that of a much older man. His hair has gone prematurely white, almost silver, and the left side of his face is marred by an old plasma wound which burnt away his ear, his eyelid and pulled his mouth up into a perpetual snarl. His right eye is either black or very dark blue, the left is a crude mechanical copy.



Background:

Justinians family moved to the feral planet of Chernomen to oversee the re-establishment of Imperial rule, absent from that part of space for almost 300 years. The Obitus family was an old family, tracing its origins all the way back to the establishment of the empire, yet never did they succeed in their need to climb above mediocrity and become one of the great houses.

The appointment to Chernomen was their perhaps last chance to establish their worth, and Justinian's father -Justinian Occidio Obitus- took to the task with fanatic zeal.

50 years after they arrived, Justinian Occidio and his complement of guardsmen and psykers had pacified all but the southernmost continent, and Hagia, the capital, had prospered to become a fair sized trade centre of the region. One could say it was the known principle of galactic irony that made the Obitus family's only success their downfall.

Justinian Funus had been 22 when they left the heart of civilized space for a wild outpost at the very edge of imperial space. Apart from his parents, he was the only person on the planet with a classic education and aristocratic upbringing. All that surrounded him were unwashed peasants and greedy merchants. No wonder then, that as perhaps the sole person on the planet, he was greatly excited by the arrival of a chapter of Space Marines. Still, he quickly learned that the most glorious of the Emperor's children never bring joyful tidings. Just two days behind the Space Marines came nightmarish hordes of Chaos, ever hungry for fresh planets to spoil.

Not finding the detachment of Imperial Guards to of satisfactory numbers to serve as fodder, the Space Marines conscripted all able bodied men and women of Hagia to serve their Emperor unto death. It was Justinian Funus' misfortune to fail at this most basic proof of loyalty.

Being one of just five guardsmen to survive the invasion, Justinian was judged a heretic and sentenced to summary execution. A sentence proved righteous by his escape. He managed to smuggle himself onto a merchant freighter that turned out to be a pirate/mercenary vessel, but that suited him just fine. War had given him a taste for killing.

Since then Justinian has taken to his new found profession with rare zeal.



Stats:

Persuasion: 2 (Has a more thorough education than almost the entire imperium, unfortunately his appearance counts against him)

Barter: 0 (Not really the kind of person who does "barter" without pulling a gun )

Intelligence: 3 (Highly intelligent as a child, but the invasion changed his priorities)

Combat: 4 (Nothing teaches you combat like a Chaos invasion. Did you know you can reach the jugular of a chaos spawn if you sharpen your teeth first?)

Ballistics: 2 (Guns are practical at times but you get less blood on your hands)

Toughness: 3 ( "You don't know pain")

Agility: 2 ( Not moving means you die)

Intimidation: 3 ( This one is sort of obvious )

Willpower: 3 (To live or to die is in the end your own choice.)

Leadership: 0 ( Not really the sort of man you want to lead anyone)


Melee Fighter – There were little enough ammunition to go around during the invasion. Thankfully knives never go out of bullets.



Equipment etc:

Justinian's artificial left eye is the old and reliable kind. It does not focus nearly as well as the biological original, but it can see in infrared and detect light outside of the normal range.

As a weapon of choice, Justinian prefer knives, but he also carries a standard Guard-rifle and a pistol.
He wears light body armour and his boots can be turned magnetic in case the artificial gravity breaks down (which is fairly common among the ships of his trade).

His teeth have been sharpened.

This post has been edited by The Lord Inquisitor: 22 November 2010 - 08:30 PM

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Posted 26 November 2010 - 11:04 AM

Number five...


Name: Stumpy (Original Name unknown Stumpy is the adopted name given by the IG)



Race: Ratling




Age: 23



Sex: Male


Background: Stumpy was found at an early age by a scouting party of IG Catachan Snipers on Ornsworld during the campaign to throw back Chaos and preserve the planet. The squad thought that he was infected by chaos but realised it was just because he was so ugly unusual looking. The squad decided to take him in to use him as a cook as they were told Ratlings were good cooks.Stumpy started out as the squads cook until they started to notice that items of kit were going 'missing', it wasn't until further investigation that they found Stumpy with a horde of looted items from people kit bags that they found out his knack for the art of stealth. They started to refine the little clepto's stealth art then taught him how to shoot like a marksman.After a few years of field training with the squad Stumpy became their lead scout due to his size and efficiency on not getting noticed.Has served in 3 Battles to date of which only one the IG were defeated. This was the battle for Tanith where his whole squad was killed by a group of Chaos Space Marines, and it was only due to his size that he got away. He then spent rest of the campaign with the Tanith where due to a grievous error in judgment he walked a regiment into an ambush where they suffered 90% losses. This was the point that he was deemed unfit for active duty and is currently waiting a full phsyc evaluation.



Appearance: 2'8" tall, shaved head with a burn scar going along his right side of his face to the nape of his neck, missing right ear due to burns ( stood too close to a Flamer). Has near black eyes that look vacant but they are always watching. Wears camo gear and a Flak jacket, also often found wearing a camo stealth rain cape that he relieved off of a Tanith guardsman.In the company of others he is very trusting but gets taken advantage of due to his good nature, but he can only be pushed so far before he snaps. he is usually the joker of the group and can always make light of even the darkest situations which eases everyone's tensions, but he also knows when to get serious and isn't afraid to get his hands dirty



Skills:

Persuaion: 1 no one listens to the little guy

Barter: 1 Barter? What's that, if I want it ill take it

Intelligence: 3 not book smart but street smart

Combat: 3 Basic combat training but who's going to notice the midget biting your ankles?

Ballistics: 4 Man he can shoot

Toughness: 2 Only tough because hes so small a target

Agility: 4 Too small to notice and can run fast with his stubby legs

Intimidation: 1 Hes shorter than 3" whats intimidating about that?

Will: 1 Struggles to even hold in a fart

Leader: 0 prefers to take orders than give, again who takes a midget seriously?


Perks:

Deadeye: Learned to shoot accurately at a very young age

Stealth: Due to small size and training very hard to detect him



Equip: Sniper Rifle (Long-las type), Laspistol side arm, Small hunting Knife , Flak Jacket armour and a camo stealth rain cape

This post has been edited by The Lord Inquisitor: 26 November 2010 - 11:09 AM

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Posted 26 November 2010 - 11:36 AM

And a sixth:

Name: Cimsran



Age: 21



Race: Human, Caucasian



Gender: Male



Background: As the fourth child of a lower class family on Meridian he was sent to fight with the Imperial Guard, to earn the respect of his peers in the short intense gunfights with the lawless gangs that dominate the poor spires. As an urban fighter he is used to cramped and claustrophobic fights with lots of cover but is not that used to fights at ranges over 150M or more. The idea of fighting at short ranges with lots of cover gives him good experience with the bayonet and knife as well as grenades. He has a strong sense of duty that is not tested in command as he has never lost his immediate superior in any situation.




Apperance: Middle height, strong build, seems lower than his true height due to a posture that favors keeping his head down. Brown eyes and black short hair, a couple of scars on the arms and his left hand that has been seriously burned in a chilhood accident. His face is more or less normal but he refrains from smiling with his teeth and the nose is sligthly bent.
His personality has made him good at getting friends (or at least few enemies), but he lacks the initiative to get many friends outside the people that he has to work with.
He was sent to [starting planet] as a part of an urban assult force a short time before the first Aurelian crusade (and therefore did not fight the 'Nids (as seen in DoW II).




Skills:

Persusion: 2 (you usually do as you are told or you serve on the firing line...)

Barter: 2 (the quartermaster is not the the best place to barter...)

Intelleigence: 3 (having learned how to think in combat situations (for himself) and some street smarts)

Combat: 4 (beeing bloodied in close hard combat and the odd brawl)

Ballistics: 2 (basic gun training but he never showed any aptitude of any magnitude)

Toughness: 3 (being a trained man of the Imperial Guard makes you at least a bit tougher)

Agility: 3 (as the standard flak vest is not somthing you want to trust in in a firefight jumping into cover is a skill worth learning)

Intimidation: 1 (as a Imperial Guard he somwhat intimidating but nothing special)

Willpower: 1 (having never encountered anything (too) abnormal he never had a chance to question his belief in the God-Emperor)

Leadership: 0 (having lived a life where everyone has always told him what to do the mere idea of commanding is a abnormality he has never even considered)


Abilities:

Rifleman



Equipment:

Lassgun, standrad issue (three magazines)

Bayonet, standard issue

Combat knife, standard issue

Personal dagger (23 cm blade)

Flak jacket, standard issue

1 frag grande, standard issue

1 blind grande, standard issue

Helmet, standard issue

Combat kit, standard issue (bandages, two syringes of morphine (one for pain two for eternety[?]) some rations and water purifying tablets)

This post has been edited by The Lord Inquisitor: 26 November 2010 - 11:37 AM

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Posted 28 November 2010 - 05:03 AM

Lucky number seven:

Name: Captain Talic Starsearch



Age: 304 (looks late 20's)



Gender: male



Background: Starsearch is one of the most successful pirate captains of his generation

Born as a no body on a sparsely populated outpost, Starsearch always yearned for the stars, and the riches and fame they could bring.

His uses his charm and devilishly good looks to great effect. These days with so many women working in administration and communication it has been almost too easy for him to forge bonds and connections with people in positions to receive information which he is able to use to his advantage. Ship movements, trade agreements, the size and armament of convoys, all useful information in his quest to become the greatest pirate that ever lived. Many of his more influential and important female conquests are given a beautiful necklace after he seduces them. These harmless gifts are actually spying devices, fitted with transmitters that relay all information through to warp to wherever "The Delightful Guest" is currently residing. Whilst these devices are expensive and hard to craft, each device has rewarded him with information that has given him an edge against both his competition, and his prey.

Unlike most pirates, he isn’t motivated by bloodlust, and will do his best to play to his strengths and avoid bloodshed if he can. This has allowed him to operate beneath notice, and as he hasn’t been caught out on any of his more illegal activities, he is not a wanted man. However he’s no stranger to a fight, and his ship, "The Delightful Guest' is shocking well armed. It is even fitted with a Tau Ion cannon! Where the Guest is concerned, no expensive is spared, and it is probably the only thing, (other than himself) that he really cares about. Its crew is about 70% women, all attractive, and everyone a specialist and expert in their chosen field. The remaining crew, are his sons.

Loyalty is prized above all else, and his crew are incredibly well treated by him. While he has no real fondness to his crew, he recognizes that he needs them to keep his ship at full capacity. so he uses his charm and wit to keep up moral and make sure everyone’s happy on board.

His abilitys to get the information he needs to be succesful has gained him the enimity and jealousy of most other pirates in the system. It has also gained the attention of the forces of chaos. His ship was lured into an ambush, several rival pirate vessels and three chaos warships cought the Delightful Guest while it was orbiting a small unihabited asteriod. With a warp storm blocking his escape, he was hailed by the captain of the Chaos flagship, Only to find out that the Chaos leader was none other than his eldest son, who Talic had marooned on an uninhabited moon, 50 years ago for planning a mutiny against his father. Talic Starsearch was given two options. Join with chaos or die. He chose to fight. Quickly crippling the lead chaos ship with the Guests Ion cannon, he piloted his ship using the larger vessel as cover, firing everything he had at the enemy fleet untill his astropath, one of his younger sons, felt it was safe enough to flee into the warp.

After the battle, and the beating the Guest took in the warp, his ship barely manages to limp into port. With no way to pay for his repairs, he recieves a message from the inquistion, offering them to him, if he is prepared to aid in one simple task...though loath to leave his ship in such bad shape, he sees no other option but to leave his crew behind to make repairs whilest he disapears on an unknown mission...



Appearance: 6"2 with mid length black hair, and smoldering brown eyes. Well muscled, but not overly so, the first thing you notice about him is his confidence. He has a large red ruby for an earring in his left ear. He wears a black long jacket with a ruffled white shirt underneath.



Equipment: Bolt pistol, Gladius, body armor

Specialist gear, he has a film placed on his right eye which when activated (by squeezing the bridge of his nose, like he has a headache) allows him to see heat signs in the body, while this could be used to find someone, he mainly uses it as a lie detector, as humans body heat fluctuates when they lie. His red ruby earring is a receiver that enhances sound around him so he can focus in on sounds and hear better.



Skills:

Persuasion: 4

Barter: 4

Leadership:4

Intimidation: -4

Intelligence: 4

Toughness : 2

Agility: 2
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Posted 30 November 2010 - 07:13 AM

Name: Drake Dekko Yarn



Race: Human



Age: 50 (appears to be 28)



Gender: Male



Appearance: 6'8, pale white skin, green eyes and black hair. Medium build.
Has two implants:
-mind impulse unit (hardline) for use with his ship's machine spirit.
-enhanced eye implant (Full EM spectrum, about 86% the resolution of a real eye, needed to see anyone charging up a weapon)
Wears a waist length black coat with silver trim. Wears a flak jacket underneath at all times. Pants and boots are Imperial Guard standard officer issue.



Background:
A psychic pariah born to a Rogue Trader father and one of the many women in his harem. Considering his condition it's a miracle he made it to adulthood. He was put under the tutelage of the Mechanicus Explorator onboard who had undergone the Rite of Pure Thought and thus felt no disgust.
Made it through life by winning starring contests, fighting and cold hard logic. His nature as a pariah/blank which causes people to hate him on sight was what he learned to use to his advantage. He well uses the fear he inspires in others to get what he wants.
Due to his perseverance, and his father's desire to have him off his own ship, his father gave him command of a small ship in his fleet (a scavenged and refurbished destroyer). He took the Explorator with him as his firstmate, no Navigator wants to be on the same deck as him and only goes over when they make warp jumps.



Skills:

Persuasion: 3 - You can't stand to be around him, the quicker you do what he wants the quicker you leave.

Barter: 1 - No one wants to give him an easy time.

Intelligence: 3 - The Explorator didn't tolerate stupidity

Combat: 2 - Everyone is unsettled by him. Fear led to violence, so he fights. Mostly brawls though, nothing complexe or really good.

Ballistics: 1 - Was not often allowed to have a gun.

Toughness: 2 - All those fights made sure he wasn't a pampered brat.

Agility: 2 - Avoiding people who hate you takes practice.

Intimidation: 5 - His eyes. It's as if he had no soul!

Willpower: 3 - The universe is a harsh place and with no one willing to lead you you go your own way.

Leadership: 0 - Who in their right mind follows someone who fills them with unatural unease with their presence.


Ability:

Melee Fighter - Wasn't allowed guns often.



Wargear / Equipment:

Armour
-Flak vest (worn at all times)
-Carapace armour (worn when prepared)

Weapons
-bolt pistol
-Power fist
-Long knife (off hand)
-Axe (given to him by the Explorator)

Misc
-Holo map of the galaxy
-Mechicum rotary (like a rosary but with a gear)
-Poison detector (several people try to kill him just for being alive)
-Wraithbone necklace (inert due to being a pariah/blank)

Ship: Untouchable (not in game)

This post has been edited by The Lord Inquisitor: 06 December 2010 - 09:37 PM

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Posted 06 December 2010 - 06:19 AM

Name: Alens Bantenhope



Race: Human



Gender: Male



Age: 47



Appearance: A firm five-eight, Alens is a wiry man, often found with an outright frown or large grin on his face - he doesn't seem like a man suited for subtlety. Dressing in a similar dark fashion to Lord Farzael, but without the cloak and ornate features of office, Alens has light brown hair and eyes, and a short beard at all times. He carries at his hips dual laspistols, battered and old, but reliable and oft-used.



Background: Alens was a bounty hunter from Thracian Primaris until he ran into Inquisitor Raquelia around six years ago, and the freedom and scope of the Inquisitorial life appealed to him, without the drive to pursue ones own contracts for monetary gain. He'd always been a determined man, but it was difficult to establish a foothold as a respectable bounty hunter even in these busy times, especially when you often found yourself taking dishonestly presented contracts.
He's proven himself repeatedly to be an expert in close-combat situations, and is one of Raquelia's favoured companions for most assignments, as she values his insight and skills as much as his dry wit. This close association has led to Alens speaking with a confident measure of the Inquisitor's authority, and he is one of the few who can do so without fear of reprimand. Always on the alert for danger, Alens almost seems to have a psychic intuition for spotting threats, though he has shown no adeptness in that area otherwise.



Equipment: Twin, old-style laspistols, numerous knives, including a power knife, and various ropes for climbing, fingerless gloves. He also keeps a las-carbine inside his rain-coat when entering volatile situations.
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