Hidden 9 yrs ago 7 yrs ago Post by GodOfWar
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++CHARACTER COMPENDIUM++
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Hidden 9 yrs ago 9 yrs ago Post by GodOfWar
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Callsign: Heretic
Realname: Yuki Yamasaki

Role: Flanker
Stats: 20 / 10 / 2
Energy: 10
Level: 6
Xp: 0/400
Skill points: 0

Power Origin: Magic
Power set: Demonic Mutation Skirmisher
Abilities:
  • Minor Mutation - Energy Cost: 2
    The chaotic forces around Yuki become hellish boons for him and his allies. Heretic and his allies gain the Empowered status effect. They all gain a bonus +1 Attack until end of round.
  • Demonic Chorus - Energy Cost: 5
    The blabbering whispers of imps and demons resonate from the host of this hell-child, causing nearby hostiles' eardrums to melt and other senses to be rendered useless. Heretic's Attacks now have the Bleeding and Weaponized Status effects for up to 2 turns after using Demonic chorus. Bleeding targets take an extra 10% of the damage (rounded up) while Bleeding is still in effect. Bleeding stacks. Weaponized attacks give the attacker +1 Attack.
  • Unconfined Rage - Energy Cost: 4
    The burning, devilish gore lust inside Heretic grows to an enormous amount, allowing him to twirl through battle in a blinding set of claws and blood much faster then the average humanoid. Heretic gains the Rushed status effect. Next round, Heretic may take an extra 2 Actions in addition to the base set of Actions that round.
  • Hell-Forged Blade - Energy: 1/Turn
    An unholy blade, forged by a demon's temper and set a-flame by Heretic's anger, supports Yuki with it's legendary and disdainful presence. Heretic summons his Hell-Forged Blade, and gains the Armed status effect with +4 to his Attack. The Hell-Forged Blade is regarded as Soulbound, and Heretic cannot use targeted abilities while Armed.

Traits:
  • 2 Souls, no regrets:
    Resisting the temptations of death, Heretic rises as stubborn as ever from the near grave. If Heretic is to ever Knocked Out due to anything except continuous status effects (such as Bleeding and Poison), his HP is automatically raised back to 1 and the knocked out status is negated. Heretic is affected by the Zombified status effect and is not able to attack or use abilities until taking an Action: Recover.
  • Unhallowed Presence:
    The atmosphere around Heretic seems to come alive with supernatural activity, terrifying and weakening his opponents. Whenever Heretic attacks an enemy, or vice versa, target enemy is inflicted with the Disturbed status effect, applying -1 defense until next round. This effect can stack.
  • Hell's Lost Flame:
    His blood and bone curdling with vengeance and molten essence, Heretic's attacks have the Burning status effect.
  • Blood Drenched Hero:
    Reveling in the bloody splendor of battle, Heretic soaks up the gory antics around him and allows them to rejuvenate his dark soul. For every time an enemy is harmed due to Heretic's Melee and/or Ranged attacks, Heretic regains 1 Energy.
  • DeathLeaper:
    Dancing about his victims, Heretic has trained himself to switch between numerous enemies, maximizing the amount of damage done by the hell-spawn on the battlefield. If Heretic successfully harms a target opponent, the next closest opponent is automatically hit by Heretic at 1/2 the Attack of the original offense. This effect does not deplete the amount of actions Heretic can take each turn.
  • 'Pain Is All I Have Left!':
    The agony Yuki has felt all his life is the only thing he has left, except for Kharn, causing him to take pride in the physical exertion he constantly inflicts on himself. Whenever Heretic is harmed by an enemy for the first time that turn, he regains 2 Health.
  • Demon Prince; Tier I:
    Heretic's mind and soul have accepted a piece of the hate and madness possessed by some major Demon Princes of Hell. Heretic's attack rating cannot be reduced to lower than 5, for any reason.

Race/Species: Asian, Human
Gender: Male
Age: 20
Morality: Chaotic Neutral
Terms Of Service: Indentured service
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"Aye! Boy, Get back in the damned fight! The wolves gotta eat too, ya' know!"
~Holand Tzofiatien

General:
Name: Holand Tzofiatien
Gender: Male
Age: 48

Origin
Homeworld: Feral Homeworld
Homeworld Superstition: A Good Death: Honour comes from a glorious death, Cowardice only brings shame upon the militia. The Emperor is watching, do not let him down.
Homeworld Memento: Blackened Oak Leave Necklace: Frost Dried, wilted and dead dark oak leaves. Blackened in the fires of honor, then delicately woven into a sturdy collar. Constantly reminds the soldier of his battle-worn life, the life he has forever devoted to his Emperor, the life he will someday give up for said Emperor.

Class Memento: Duelist Honors (First Commendation Medal): The Duelist Honors are only given to the most talented and skilled swordsmen of the Astra Militarum.

Class: Vostrayan Firstborn Infantry (Imperial Guard)

Background: Holand's history has been long lost by the scarce Adeptus Administratums tasked with keeping track of the many recruitments and births of the Vostrayan Firstborn.
Yet, Holand can still recall his whole life with staggering clarity. Holand was born on one of the noble and rich Forgeworlds circling Terra. At infancy Holand was subjectly transported to the desolate and frozen landscape of Kilo II, an outer-ringing moon consisting of a dozen small militias of Imperial Guardsmen sentinels. Kilo II contained an extremely minimal amount of Imperial troops, due to it's unneeding position near the far south of the Milky Way. Xenos, Chaos, and Mutants have only been sighted near Kilo II 5 times, each one a minor case easily dealt with. Yet, what Kilo II lacked in enemy threats, it made up with an inhospitable environment and climate. Due to this, the Imperial soldiers of Kilo II had become more physically primitive then what they were ever made to be.
The Military inhabitants of Kilo II were often disconnected from their Imperial Brethren due to their remote location. Yet, the Vostrayan Guardsmen always served their Emperor faithfully on their stranded dwarf planet, enacting ceremonies and other holy traditions to keep their will strong and of welded iron. Rumors have it that the Guardsmen of Kilo II have tempered their faith so much, it is to match those of the favored Astartes.
Holand is immensely proud of his origins, and because of this, has brought himself into the ranks of the Imperuim's acolytes in a hope to bring Kilo II closer to the watching light of mother Terra.

Stats:
Experience: 0/100
Level/Rank: 1

Wounds: (1d5[3]+9) 12
Armour: (4+4+1) 9

Corruption Points:
Insanity Points:

Characteristics:
Weapon Skill: (2d10[8]+20) 28

Ballistic Skill: (2d10[9]+20) 29

Strength: (2d10[11]+20+10) 41

Toughness: (2d10[13]+20+10) 43

Agility: (2d10[16]+20) 36

Intelligence: (2d10[7]+20) 27

Perception: (2d10[19]+20) 39

Willpower: (2d10[16]+20+3) 39

Fellowship: (2d10[12]+20) 32

Influence: (2d10[11]+20-10) 21

Divination:
Imperial Divination: “In the darkness, follow the light of mother Terra.” Increase Willpower by +3.

Class Bonus:
The Hammer of the Emperor: The Guardsmen re-rolls a 1 or 2 on damage dice when attacking a target that has been attacked by an ally since his last turn.

Talents:

  • Linguistics (Low Gothic)
  • Weapon Training (Las and Low-tech) (+15 to Ballistic Skill or Weapon Skill when using a weapon of a certain type)
  • Athletic (+15 to Strength, Agility or Toughness tests when athleticism is involved)
  • Common Lore (Imperial Guard) (+10 to Intelligence checks when recalling lore on the Imperial Guard)
  • Medicae (+15 to checks to save or heal a wound or injury.)
  • Driver (Land Vehicle) (+20 to rolls when driving a certain vehicle)


  • The Old Ways: Any low-tech weapon (Sword, staff etc) in the hands of a feral worlder gain +20 to their Weapon Skill in it's use, as well as +1 armour.


Equipment:

  • Lasgun - 2 handed - 100m range - 1d10+3 energy damage - Availability: Common - Cost: 75 Throne
  • Combat knife - 1 handed - Melee - 1d5+3 rending damage - Primitive - Availability: Average - Cost: 40 Throne
  • Combat vest - Cost: 30 Throne - While this outerwear vest offers no additional protection, it does include numerous pouches and straps to keep extra weapon clips, sidearms, and grenades within easy reach. Common styles include hip packs, holsters, bandoliers, and vests. Allowing for much quicker drawing of a weapon.
  • Imperial Guard flak armour - 4 Armour - Agility restricted to 50 - Availability: Scarce - Cost: 275 Thrones
  • Grapnel and line - A combination of clip-harness and gas-powered pistol, this can fire a hook or magnetic clasp attached to a thin, strong wire at an overhead target up to 100m away. Once the grapnel attaches to the desired spot such as a rooftop, a user can manually climb the line or activate a powered winch that can lift the user roughly 5m per round.
  • 11 lho sticks - A mild narcotic, each stick contains dried and cured plant leaves that release a scented, stimulating smoke when ignited and inhaled through a cheap tube that burns away with the drug. As the leaves vary with the planet, lho-sticks can vary from world to world as well, often making them useful trade items.
  • Magnoculars - These powerful vision aids can magnify distant items into clear focus, helping ensure no heresy goes unspotted. More advanced, high-quality magnoculars can also do such things as give range read-outs, detect heat sources, calculate target location positioning, and take pict-captures of a view for later analysis.
  • Imperial Infantryman's Uplifting Primer - The Imperial Infantryman's Uplifting Primer is a standard-issue Imperial text that covers a vast variety of topics about service in the Imperial Guard. This book is possessed by all members of the Imperial Guard as part of their standard-issue equipment.
  • Heavy Crossbow - 2 handed - 80m range - 1d10+4 rending damage - Penetrates 2 armour - Primitive - Availability: Rare - Cost: 75 Throne
  • Vostrayan Saber (Sword) - 1 handed - Melee - 1d10 rending damage - Primitive - Availability: Common - Cost: 15 Thrones
  • 4 Frag Gernades - Thrown/1 handed - Strength in m - 2d10 explosive damage - Blast - Availability: Common - Cost 10 Throne


Throne Gelt: 8
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Name: Horus McAllen
Age: 48

Weapons:
  • Ghost TR 01(Semi-Automatic Pistol) [17 (1/2)/20 Ammo Clips]
  • Combat Knife
  • Calvary Lance

Gear:
  • Crowbar
  • Minor Rations
  • Wire Cutters
  • Matches
  • A Jug Of Gasoline
  • Motel Keys
  • Scribbled Phone Numbers
  • Trail Mix
  • Copper Wiring
  • Water Bottles
  • Electrical cable
  • Piping

Personality: A strange indivual, Horus's brain functions only during combat or other strenuous activities that require horrid actions. His tone is usually harsh and cracked, as if his throat and vocals had stopped working all together, and leads slowly into his rogue persona. Horus almost never applies to set rules, and does so secretly and without discretion. Many a time has he been caught leading a small band of influenced soldiers into tactical positions and charges, un-authorized by any of the higher-ups.
Yet, in tune with his complying flaws, comes an abstract genius un-matched and un-tamed. Horus has turned hundreds of thousands of situation around with his out-of-the-box thinking, and he will use this unique skill in the hellish trials ahead.

Background Story: Having gone into the army in his early 40s, Horus was a 'unique' soldier, to say the least. From the moment he lifted his first rifle off it's rack, Horus has been addicted to the stimuli of battle. His mind was not on the people waiting for him to come back, but instead the tactics and fury waiting ahead. Sergeants and other officials took notice of Horus's strange psychology, seeing him as ruthless and a little demented, but useful. Of course, his rouge actions kept him back from promotion (he currently stands at private ranking). But soon, after about 6 years in the service, He was positioned in Union station as one of the United State's stands against the unnatural zombie menace. Yet, after the mission's collateral failure, Horus's un-appealing tactics came to bloom as the soldiers split apart to scavenge for survival, other then taking constant orders from authorities and such. For Horus, this Fall Out scenario was God's gift of anarchy and freedom to the world.
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Name:
Styx Yorkishire

Alias:
'White Rabbit'

Race:
Unknown

Rank:
Private (First Class)

Occupation:
Heavy weapons Specialist

Prior Service:
Engineer for human military
('Spent A good half of my life in that hell hole... Ba-humbug.')

Age:
10 (89 Rabbit Years)

Credentials:

  • Ex-Military; Disbanded due to investigations on drug dealing activity within the army's ranks.
  • Family Business; There are multitude of illegal drug operations working across the Milky Way under Styx's whim, 90% of them were started by Styx's now deceased mother and father. Yet, most of the cartels are starting to falter.
  • Unbeknownst; minimal government files recording Styx other than his birth certificate and a few investigation journals.
  • Murderer; 150-200 self-recorded civilian kills due to victim's interpersonal debts and 'bad first-impressions'. Over 3,000 if you count the assassinations carried out by his drug cartels.
  • Inventor; Styx has created numerous patented contraptions, most noteably the 99XV automaton that he rides upon (due to his aging knees and bones), The Chimera (a fully steampowered rocket launcher), and his glasses (He believes he invented them, though it is true that he bought them from a merchant while under the influence.)

Comment:

  • Styx has ultimately failed at his job as a drug lord. Government funded investigations have penetrated the small amount of vulnerable operations he has currently set up in the human army and society, causing the under belly of his corrupt monarchy to be exposed. As a final resort, Styx has hitched a ride on the Black Dirk in the hopes of rocketing way from whatever fatal drama he has created in his Family's business.
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Name: The Mindskitter

Race: Aberration

Appearance:

Inventory: Nothing

Personality: A quite intellectual being, really, with the ability to make very educated decisions, even devilishly clever ones, for such a horrid beast of it's caliber. Usually behaves mildly, though, unless extremely perturbed.

History: The feeder of knowledge, it is an aberration that has been detailed from nearly the beginning of written surfaces. It is famous for it's peculiar habit of following those of the Infinite halls, especially whom are new inhabitants, constantly and indefinitely. It craves, even feeds off, knowledge and travels onward and onward through the infinite halls to find hosts capable of providing it's most thoughtful sustenance. Due to it's frightening rarity, perhaps even the last of it's kind, many do not harm the utterly unique creature.

Other: The Mindskitter does not require food, sleep, drink, or air to survive, but only a constant stream of knowledge. If not provided with such within a 120 hour period, it will suddenly go into a dormant, hibernation state that it can only be woken up from with the introduction of tantalizing information (the reading of a chapter or two will do). It can be killed through physical (and even magical) means, but not psychic, pyschological, or charm-based ones. It's singular mode of self-transportation is it's innate ability to drift/float it's body mass off the ground at a moderate pace.

Knowledge Consumption: Whilst consuming the knowledge of an indivual, the Mindskitter must maintain attachment (called a "mental sync") of one of it's bodily or 'phantom' tendrils to the indivual. The manifestation of 'phantom tendrils' are mental, but become physical and physically manipulable upon creation. The Mindskitter experiences pain if such tentacles are harmed. The phantom tendrils can extend much farther then the beast's bodily tendrils. Upon feeding, the host merely feels a slight, pleasing, tingling sensation at the back of their neck, near the brainstem. Knowledge consumed goes into the Mindskitter's "plane of psyche", which is detailed by a few rare philosophers to be an infinite extension of the beast's cerebral. The Mindskitter is instantly pleased differently depending on the knowledge's origin and potency, as if it were actually eating (a knight's secret oath tastes as a royal banquet, a lover's secret wish; rich cake). Such consumption can cause amnesia, but only at the abomination's discretion.

Communication; If impressed by the knowledge it consumes from one or another indivual, the Mindskitter has been legendarily theorized to be able to open it's indescribable plane of psyche up to most characters in order to communicate with them through a method of telepathy. Such plane can be closed at anytime. The Mindskitter can also communicate with a person while they are sleeping by interrupting any dreams they may have been having.
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