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
"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.
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 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.
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.
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.
Ōbörœ Ûgrøth The Crimson Lion - The Demon Of The Mountain Pass - The Red-skinned Traitor
Age 331
Height 9' 6"
Length 11' 9"
Weight 3,548lbs.
Birthday Unknown
Race Saavrak
Gender Unknown (Appears to be Male)
Affiliation N/A (Currently; Blademasters Of Karanos)
Backstory The small scrapes of birth history drawn back to the great Crimson Lion are scarce, and many of them are only found within the deep archives of the Order. Birthdates and extremely young sightings of Ōbörœ Ûgrøth have been lost within the multitude of scrolls written upon Arkus, and only the bloody messenger himself knows of his origins. Yet, he tells no one but the howling wind and the Old Gods themselves.
At a young age Ōbörœ had developed an ear for the divine voices of the Gods, their shouts of anger, their coos of mercy, the Crimson Lion was fascinated by them. They all road upon the sweet cold winds into the many caves he called home within the mountain passes of Arkus, and sometimes they spoke to him personally. Many a time has the innocent Saavrak heard the voice of Sadhu, calling him to murder the advancing armies in the maze like passes in the steep mountains Ōbörœ inhabited, ensuring no reinforcements would threaten the God's far-off troops. Little did the misguided beast know, that he had started to fall into the meddling hands of the Old Gods, with no parents to guide him away from this unsteady path. They had died shortly after Ōbörœ's birth, their frost bitten bodies giving off their last remaining warmth to keep the crying infant alive in the severe, unprotected blizzard he had been suddenly conceived into.
More voices entered the Red-skinned beast's head as he aged into an adult. Astral strings, Tor'qux, you name it. With the Increase in the beast's infamy and ability in the rough environment of the mountain passes, came the errands of more Gods, needing their work to be done fast and efficient. This was Ōbörœ's specialty. Still, the Saavrak could not attend to every God's whim all the time, which earned him the title of "The Red-skinned Traitor". Whenever he denied a God's request, though it pained him to do so, those entity's followers payed aggressive heed to the overwhelmed herald. But, with Ōbörœ's skill set, the Old Gods never kept such disdain grudges against him, knowing the beast would be of use to them in the future.
Glazed eyes and murmuring voices are what the great Crimson Lion has now been reduced to mentally, His mind distorted due to the over-numerous dream-like visions that have separated his reality from the voices of the Old Gods. Ōbörœ has currently taken a rare trip out of his mountain lair to traverse to the sandy landscape of Karanos to aid the God Sadhu and his blademasters within the sudden conflict of the Council and Order. Yet, the other divine beings have their own strings attached to this scaley puppet. Will he truly be trustworthy?
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.
"I will fill and drink from my bone basin, one way or another."
Name: Da'Ruk Thrashkull
Species: Drakanin
Age: 79
Profession: Warlord
Equipment: *War trophies. (Approx. a hundred dismembered skulls, some including the spine. Normally displayed on his belt or torso.) *Twin flags, painted in a deep red color. (usually displayed during battle.) *Pain (an oversized mace, fashioned with ebony spikes and the blood of the fallen.) *Agony (an equally oversized scythe, stolen from a well known human general.) *Gore (a loose iron plating, mainly covering Da'Ruk's torso and forearms)
Magic:"My Fist!!"
Personality: Da'Ruk Thrashkull resembles an utter incarnation of the Drakanin way. Burning anger replaces his blood, and his mind is all but gone to the ways of mercy. Since birth he has aspired to be the strongest, toughest, and most decorated of his kind. Many Drakanin children could not physically deter Da'Ruk from his goals, only to be brushed aside by this wrathful giant. His combat emphasizes this, with the warlord barreling into combat blind with fury. He will claim the skulls of a hundred thousand others before he allows someone to claim his.
~"Survival of the merciless..."
Biography: By his adult years, Da'Ruk had become paramount to the Drakanin. He proved his worth on the battlefield over and over again, not only because of his martial prowess, but also due to his leadership. Da'Ruk would persuade nearby troops through intimidation to fight in the most crude and offensive manner possible. This, in turn, lead to more opportunities for excessive looting during a skirmish. These qualities earned Da'Ruk a comfortable spot in the community. Yet, he was not satisfied with only displaying his material wealth. He hungered for trophies not of bronze, but of bone... Now, at a time where prolonged age has taken it's toll on the hungering Drakanin, dark forces tempt the warlord. With the oracle news of a strange figure appearing near his homeland of the Slahas hook, Da'Ruk has started to seek out the individual responsible for turning normally ordinary Drakanins into ominously powerful demons, hoping to become one himself. The recent diminish of his species' empire does not help to lessen his cause, either. Da'Ruk's deep rooted lust for power may be his ultimate downfall, yes, but the rampaging force of a determined Drakanin is not one to be disturbed...
~"The grey plague may decay, but herbs will not cure the coming disease..."
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.
At 6' 3", Gank finds shirts to be rather restraining, and thus rarely wears one. After that, some cloth wraps, cargo shorts, and a scarf usually complete the goat-kid's makeshift wardrobe.
Name:Gankona. No last name found or recorded. known as Gank for short.
Age: 15
Personality: "Gank, how can you describe that goat kid? Sits funny, always laughs just a little too loud, never takes much of any threat seriously, is too stupid to ever be scared, and can become ram-head stubborn in a blink. He's the kind of guy you really can't ever predict: he always loves pulling something out of his ass-of-a-head to stir up the pot. Though, you have to give it to him, he doesn't back down easily. If at all. Though, that usually works against everyone around him. Honestly, he's probably the next best thing to an actual Satyr.
But, sometimes you can see a glint of something in his eyes, something loyal and venerable. An "old-soul", you'd say. But that soul's just not there yet. At the very least, he's unfiltered and truthful: he finds no use in lying or backstabbing, so he'll only fight you head on for what he wants.
He's not a bully, just desperate."
~Officer Mashakeshi, on Gankona, after his third run-in with the criminal.
Quirk:[MUTANT]:True Ram: Gankona's body takes on the form of a half-goat, half-human hybrid. This quirk includes an engulfing coat of night-black fur, a long, fluffy tail, a pair of curly horns, sharp goat ears, and reddish-yellow eyes. Furthermore, Genkona has greater physical strength, endurance, and fortitude than an average human. Finally, Gankona cannot have his mind, nor body, directly tampered with by a quirk. For example, if an opponent's quirk entails that they can make a limb on a person completely limp, Gankona could not be affected by their ability, as it directly targets his being. On the flip-side, if Gankona's squad mates are communicating via telepathy, Gank is unable to hear or speak to his friends through this method.
Background: You can easily cut Gankona's life down into a series of broken sentences, each of them describing one thing; he was losing from the beginning.
Abandoned at birth. Who wants a Goat baby? The anti-christ if anything. Put in a quirk-specific orphanage, left as soon as he learned to walk and talk. Who wants to stay at an orphanage? The anti-christ's work if anything. Begging wasn't his style, either. Smash and grab, now that was what seemed worth it. A lot of cops can't grapple a squirming goat-kid very well when he's kicking, so robbing definitely was viable. It was viable for 8 years, with odd jobs on the side. Finally, age 13, they got him. Actual heroes this time. They had enough. "You gotta go to school and get some stability", they said. "No", he protested. A big legal argument broke out. Kid's got no guardians. Nobody is willing to parent him. Ultimately the case boiled down to a simmer on Gankona's 15th birthday. the verdict; "You are pardoned from all past crimes, but are required to attend the Last Option School for Eccentric Rejects in hopes that you may better your community in the future. You will be surveyed by parental figures there". Well, that wasn't a deal he could pass up, now was it?.
But, honestly, that last ordeal hasn't changed the kid's habits much. Let's see what a little bit of schooling can do, though. You never know.
Equipment: Not a penny to his name. Not even a last name onto that.
Misc: Contradictory to popular beliefs, living on the streets gives you quite a lot of hobbies to develop in your numerous amount of spare time. One of which is collecting: glittering forks, colorful bags, children's toys, broken electronics, and best of all; plushies. Regardless of condition, Gankona is almost always smitten by any kind of goat-related plushie you can provide him. Perhaps it's a pack instinct, but he will treat the toy as a mom would treat her child; show it off, clean it, and protect it. Sadly, such a collection of scraps and plush objects was taken from Gank quickly after being enrolled into L.O.S.E.R and being moved to a homeless shelter closer by the school. Other than that, Gankona is fascinated with TV and any other large, video-displaying electronics you put in front of him. Gank was never exposed to such things as a working television on the streets, except for the rare occasion that he passed a LG store with a display rack. They really do mystify them with their workings. Then, finally, with not much to eat on the streets, you get creative with your meals; thus, Gankona is a relatively ok cook. You can give him about anything, and he'll find a way to make it work. He always has.