Obligitary 'what is love' reference. *Starts jamming along to the damn good song.*
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8 yrs ago
I think I've found the right humour level for this forum. Brutal stabbings = OK, drug references = not OK. Good to know.
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8 yrs ago
Hands up if you want a way to move PM's into different folders en masse.
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8 yrs ago
I have come to another conclusion: If someone survives the first lot of stabbings, stab them again because you really don't need a witness to your attempted murder.
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8 yrs ago
If someone survives the first lot of stabbing, stab them again because they're clearly a witch and need to be killed.
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Bio
Just a stranger in a strange land... Nah, not really. Born in SA, Moved to the UK. Warhammer 40K fanatic and devourer of sci-fi and fantasy fiction, loves 20th century history.
Anna is a high spirited teenage girl that is living her life to the fullest apart from her still not having a boyfriend. Anna is very eccentric and calm person. She is always seen as an odd ball due to her clumsiness, she trips a lot and hurts herself all the time. Despites that she is still a very sweet and patented girl that likes to care for others. She always is seen as a calm minded girl when she isn't in any danger. There are times that she can freak out and stress because of the smallest things like meeting new people but others like that habit more than hating it about her. Anna won't hurt a bug but instead is oftenly found careneshing for others.
Background
Anna always had quite a normal life, she could go to a normal school, had a normal house, ate enough and many more. There was nothing special about it at all. Even her quirk didn't add much spice to her life, it helped her with small things, mostly stuff that was falling over and not much more. Well there was this one time where she saved a few people after the car of a thief that was driving for his life crashed into the pillar of a building. She was able to support the front of the building long enough for people to escape. When she was done she fell and hit her head on a nearby fence and passed out.
Furthermore, normal! At middle school she wasn't even remotely close getting her first kiss or even holding hands. Her life was a nightmare for a teenage girl. After middle school Anna had chosen a decent school where she could learn a lot... Only to find out she had failed the entrance exam. Such things could happen but that she failed the upcoming 4 too!? Well that is how she pretty much ended up here, school entrance exam number 6, Kosei Academy.
Quirk Stabilizing / Destabilizing - With this Anna is able to stabilize or destabilize anything within a 10 meter radius one at the time and as long as she concentrates. The effect will only last as long as she concentrates on a specific thing. Her quirk can be use on objects like buildings or fruit but doesn't have any effect on living beings except for if they have quirks.
Destabilizing - People with quirks will lose control over their power untill Anna is stopped with using her quirk.
Stabilizing - She can help others by stabilizing their quirk and reinforce stuff like walls or falling buildings so it stops falling. She will still get the same side effect.
Side effect - After long use she herself gets destabilized meaning that she will lose control over her quirk and won't be able to use it any longer. Another side effect is that she loses control over her own balance and will likely fall.
Height and Weight: Too many changes to properly measure. Not a tall person.
Speciality: Enginseer Prime
Appearance: Paladius is a fairly short person, although xhis true height is hard to measure due to the amount of metal attached to xhir. Three long mechandrites extend out of xhirs back, one ending with a plasma welder, the other with an electro-magnetic claw, and the last with a whirling disc blade, which has gained infamy for being used to decapitate those who prevent xhim doing xhir job. He wears the traditional red robe of an Adeptus Mechanicum techpriest, which covers up his entire body, shrouding his face in darkness. From within the darkness, numerous LED's and lights shine, with xhis eyes emitting a red glow. Rarely, when xhe removes the hood, it is possible to see numerous metal enhancments stretching across his face, although very few have seen this. Amoung xhis intensive modifications include the mechandrites, many sensory organ upgrades, his lungs and heart being artificial, subdermal body armour xhirs left hand, which was lopped off during a boarding action, replaced by a bionic implant far stronger than his right. Xhe has also has undegone the rite of pure thought, where the 'irrational' left side of xhis brain has been removed, and replaced with a computer core, allowing xhi to think without emotions clouding xhis judgement.
Uniform: Subdermal armour equal to carapace armour, this gives him a very pale look due to the reduced bloodflow to his skin, and the crimson robes of an Adeptus Mechanicum techpriest.
Armament: He has a Jokaero multi-melta digi-wepaon ring on his right finger, his mechandrites, which can be used offensively, as well as a skittari-issue hotshot laspistol strapped to his side. Lastly, his Adeptus Mechanicus staff is a very potent weapon when wielded correctly, and he is rarely seen without a retinue of servitors.
Personality/Demeanour: Due to the rite of pure thought, Paladius is rather emotionless. Whilst xhe is capable of showing anger, and has very rarely laughed, (which many of his brethren consider to be a sign of the surgery being botched) xhe is otherwise all business. Greatest Ambition: To serve the Emperor and protect the ship. Greatest Hatred: Damage to any of xhis creations. Dark Angels (although he recognises them as being servants of the Emperor, their hording of STC's is against everything the AdMech stands for.) Skills: All required AdMech skills needed to maintain the ship, as well as weapons training. Xhe is also permitted to install bionics and other surgery. Lastly, the extensive modifications to his respiratory systems allow him to survive in zero-oxygen environments for far longer than an unmodified human would be able to.
History: The martians that form the Adeptus Mechanicus are not known for their openness, and Paladius is no exception. Born on Mars itself, it is not known who his parents are, however it is known that by age five, he was an orpahan. Showing unusual technical skills, he was 'recruited' by the Adeptus Mechanicus and inducted into their ranks. He spent much of his years learning everything needed, before serving in a factory dedicated to making Titans on the planet itself. When a call went out for needed Enginseer Primes, he was dispatched to a number of ships.
By age 100, the various implants he had were no longer functioning properly, and he decided to undergo a full overhaul. He underwent the rite of pure thought, had the subdermal body armour put in, and had two extra mechandrites added to his spinal column, which could now support the extra weight due to metal reinforcements. This was around the time when he stopped being a 'he,' the extend of the modifications so great that he could no longer be properly identified as one gender or another.
After this, xhe was attached to numerous different missions, amoung which was the confrontation of the Dark Angel chapters of Adeptus Astartes due to suspicion that they were hoarding STC, and the successful recovery of a STC allowing for large-scale plasma cannons to be manufactured on the surface of Verdus Prime, despite an Ork attack. It was after this that he was attached to the mysterious project that xhe is now on.
Speciality: Banner Bearer and Pyrotechnic Officer.
Appearance: Angelika (Sometimes shortened to Angel) is a tall figure and quite muscled, as most Cadians are. She has dirty blonde hair pulled back into a messy and loose bob. She is of Caucasian origins, and a face that an old-Terran would call 'Mediterranean,' with a defined nose and oval face. Her one remaining eye is bright violet, a side affect of living so close to the Eye of Chaos that many Cadians suffer from, her other eye having been replaced by a bionic one at the age of 25.
Uniform: Almost never seen without her mark XI rebreather either on her face or hanging on her neck and with an armour partly Carapace and partly Flak, Angel is quite a unique sight to see on the battlefield. Her armour is perpetually scorched from flamer runoff and and has an incredibly large amount of pockets sewn into it, holding everything from military-grade thermite capable of denting even terminator armour to standard krak and frag grenades. Her trousers and boots are also much bulkier than normal, with padding and a flame-retardant substance having been added to prevent drips setting fire to her. This flame-retardant substance extends to her hands, where she has a pair of thick gloves to wipe off the residual promethium during combat. When using her heavy flamer she uses a special case to hold the regimental banner, but otherwise holds it as normal.
Armament: When in a pyrotechnics role, a promethium heavy flamer, with a boltpistol as backup, which she also uses in official settings. The boltpistol was scavenged from a commissar killed in 'enemy actions.'
Personality/Demeanour: Dealing with explosives and highly volatile chemicals is an occupation that requires concentration, deliberation, and steady hands, all of which Angel has in earnest. Cadian military upbringing and close to nine years of combat experience have taught her plenty about combat, and she hasn't survived for nothing.
Despite her business attitude to explosives and survival, using a Heavy Flamer takes more than just a clinical attitude, something which she flaunts with glee. A whirlwind of activity and efficiency, her bionic eye spotting targets and giving her vital information, she's a brutal soldier and friendly comrade, no matter the situation.
Greatest Ambition: Not really sure. She's a drifter.
Greatest Hatred: Chaos of any kind, especially Slaneesh. Voyastrans.
Skills: Like all Cadians, she's a capable soldier with her lasgun, capable of dissasembling, cleaning, reloading and re-buildng her lasgun within two and a half minutes. She is also capable with her boltpistol, and can strip and clean the more complicated mechanism in under five minutes.
Having used her flamers for years, she's very capable with her heavy flamer, and has set the record for disassembling and cleaning out a heavy flamer. Her custom gear also allows her to keep her flamer running for much longer, and she is an expert in the finicky process of reloading.
Her demolitions skills as well have been earned through combat. She is capable of creating explosives with the right materials, and is very capable with fuses and controlled demolitions. History: Cadia. The bastion of the Imperium, the fortress against chaos, and a never-ending battleground of guardsmen and women flinging themselves against the forces of chaos in order to hold back daemons and heretics alike. A planet where the recruitment rate and the birth rate are virtually identical, and the children can use a lasgun before they can read.
It is also where the toughest and most respected soldiers in the Imperium short of the Adeptus Astartes themselves are born and bred, including Angel.
A member of the Cadian 132nd division, she left her homeworld at the age of eighteen along with almost fifteen thousand other soldiers who had been assembled at Cadia to counter a chaos uprising on a planet. Upon arriving at the planet, it was found to be a full-scale incursion by Slaneesh, who had corrupted the local Voyastran Firstborns stationed on the planet, and used latent Psykers to open up a number of portals. Despite huge loss of life, the portals were eventually closed almost six years later.
Whilst many were mindwiped by the Inquisition, the Cadian divisions (who are aware of chaos unlike many Imperial citizens,) were deemed safe to continue with the knowledge, with most of the Cadian forces receiving promotions and being distributed to other planets. For Angel, this meant being sent to Vernum with the remaining Cadian 132nd, their training in urban combat being deemed very useful for the ongoing battle.
It was during this battle for Vernum City that she lost her eye, an Ork ambush catching her company off guard. As she was taking off her helmet, a bullet punched through it, the drop in velocity just enough to prevent it from smashing through her skull and killing her outright. Despite this injury, she fought on, killing numerous Orks with her heavy flamer, and eventually leading to her promotion to Standard Bearer.
Miscellaneous: - Unlike the standard khaki, the Cadian 132nd wear black and grey uniforms for urban camouflage, and are regarded as specialist urban combat troops. Unfortunately, the company has been gutted, and only five or six of the original troopers remain. - As she left Cadia at the age of 18, she has a child back home, albeit one she has barely seen and will most likely never meet again.
HOMEWORLD: A rather odd case, Julius comes from a world similar to that of Holy Terra in the 2nd millenium. Whilst mostly industrialised, the planet is near the edge of the 'goldilocks' zone, and as such is covered in cold tundra, the average temperature at the equator never reaching above 10 degrees celcius. Its main export is soldiers for the Imperial Guard, but is otherwise a self-contained world near the edges of Imperial space, rarley having many issues. Growing up in one of the more industrialised areas, Julius' father and mother were both white collar workers, and he had a rather comfortable early life until they died in a genestealer cult uprsing.
AGE: 80 years. Has had his first juevenant treatment, so looks closer to thirty.
GENDER: Male.
APPEARANCE: Julius is a tall man, his height closing in on 6'2", and he weighs a fairly hefty 140kg, most of which is made up of toned muscle. Despite his age, the jeuvenant treatments have worked well, and he looks a good fourty to fifty years younger than he actually is. When he removes his armour, it reveals a rather compact form, which belies a rather strong man when he needs to be. His voice is quite soft and quie, although he has no qualms about raising it. When interrogating, the vox caster imbedded in his armour turns it into a harsh, grating sound deliberatly tuned to invoke fear in the person he is speaking to.
ROLE: Specialist (Chastener)
UNIFORM: His armour has been modified, although not extensively. An external vox caster can be extended over the mouthpeice, allowing for the voice change, and he has attached numerous boxes and cases to his hip, as well as a number of guardsman-issue ammunition pockets and holders to carry grenades and spare ammunition.
As well as this, he wears a set of flowing red robes from his days in the inquisition, which has white synth-fur around the hood and collar of it and coveres most of his armour. The robes have many bullet holes in it, and there is some obvious differences with the fabrics, where it's been repaired after a particularily nasty set of damage. Lastly, there are numerous purity seals attached to his armour, ranging from standard litagies praising the Emperor to detailed litanies on torture and a vast variety in between.
EXPERTISE: Intimidation Interrogation Heretic/Witch/Daemon knowledge Xenobiology, particularly Genestealer knowledge Emergency Medic Chemical usage Psychic knowledge Excellent Regicide player
EQUIPMENT: - Primary weapon: Autogun. Uses his own version painted black when he joined the Arbitres. Uses straight magazines in order to reload faster, and to reduce jam chance. Some of them have yellow marks in order to dictate that they are AP, others red to indicate incendiary. Unmarked simply means that it is regular, hollow-point ammunition. Does not use a firing pin, instead uses a pulse of plasma similar to the ones used in heavy bolters, further lowering jam chance. Lastly, his autogun also has a purity seal attached to the stock of it, on which is detailed a prayer to the machine god to prevent it from being angered at the changes it has undergone.
- Having worked with the inquisition for some 30 years, including training, he is well versed in the steps required for an Inquisitorial torturer. (Steps as followed)
Level ONE: Verbal. Light questioning to full blown, red faced, vein popping screams as spittle flies over the face of the heretic in (being put to) the question. No actual physical contact (spittle not included).
Level TWO: A polite verbal warning of further actions to come. Something along the lines of "TELL ME WHAT I WANT TO KNOW YOU FILTHY CHAOS FUCKING HERETIC OR I'LL BITE YOU WITH YOUR OWN INCISORS."
Level THREE: Minor physical torture (In the same way that a cigarette is a snack), followed by verbal interrogation. Usually carrying out the previous threat, and repeating level ONE.
Level FOUR: Light physical torture (In the same way that a small sandwich and a cup of coffee is a light lunch) and psychological manipulation (Preferably a repeat of level three on the loved ones of the torturee, as well as religious torment).
Level FIVE: Psychic interrogation (Now we're talking!) with light torture similar to the previous level (Maybe toss in some scarring, thumbscrews, a little minor mutilation and maiming). Yet boring verbal interrogation. The psychic interrogation is typically less than gentle, but no more severe than a moderate beating with an iron bar.
Level SIX: This is the fun part, taking psyhcological manipulation up a notch: Sensory deprivation! Except they don't toss you in a dark room if they can avoid it. Instead, they just use drugs, psychic techniques or Holy Technology to sever all your senses and leave you floating alone in the void. But don't worry, they continue to tie your body into pretzel-like shapes so you've got a healthy dose of holy pain to come back to. Sometimes they'll just toss you in a room with no food or water for a few days, or no food but filthy water for weeks instead.
Level SEVEN: Intensive psychic interrogation! This is the part where they go and find one of those unpleasant psykers, the ones who generally are viewed with disgust (and checked for possibly heresy, given that one hand is buried in their robes while they 'interrogate' you) by honest, Emperor fearing men. This is the one that leaves your mind in tatters, a ragged garment flapping in the wind. You may need a little time away from the pressures of work, study, heresy, dressing and feeding yourself after this one.
Level EIGHT: Use of drugs. Not regular drugs, or truth serums, or stuff that today would be labelled 'russian psychiatric medicine/industrial torture chemicals'. The psychic stuff that attunes your mind to a particular psychic frequency and sucks in all the pain on a planet to break you. The kind that make you think you're locked in an oubliette. The kind that put you back into sensory deprivation.. except for pain, which you feel to the maximum of your nerves ability to carry it.
Level NINE: Unrelenting torture! Usually only used if an Inquisitor has a birthday party planned, since it's easier to shoot the heretic. Torturers have endurance competitions with this one: How long can you keep them alive and sane? How long can you keep wielding the intestinal clamps before you cramp up?
Due to the unique circumstances surrounding them, he has never been able to properly execute step 9, 7 or drag in the victim's family for 3, however his vast variety of eqipment, detailed below, allows him enough flexibility to break almost everyone.
- Numerous drugs in syringes and auto-injectors, including neural pain simulators, psychic overclockers, aural, oral, nasal and optical dampeners and overclockers, 'truth' stimulants, various illegal stims, muscle relaxants and more. All syringes are carried in a small white bag, similar to that of a medic bag, which is clipped to his waist. Empty auto-injectors are attached to specialised holders next to the syringe case, with the chemicals injected through them held inside the bag as well. As well as these, he also has numerous pieces of 'traditional' torture, including numerous knives, an extendable baton (although this is minimally effective in combat, it is surprisingly effective at inflicting pain on those he interrogates,) a neural whip similar to that used by the Sisters Repentia, a set of pliers, a cordless power drill, and even a set of thumbscrews, as well as numerous more pieces of equipment contained within his specialised carrying case.
This case also has three extremely rare pieces of equipment rarely seen out of the hands of xenos or astartes. These pieces of equipment are as follows:
- A small, very smooth and polished ball the size of a fist covered in xenos markings, and with no obvious way of using it. This ball takes in all psychic energy within a small radius, and reflects it back at the psyker equal to his or her abilites. Because of this, the more powerful the psyker the more dangerous the device is, although it has very little subtelty. To a normal human, this will not cause pain, despite the fact that all humans have a small amount of psychic energy, however it's effects work on anything else. The device can also be used to detect blanks, as well as any species with an unusually small influence on the warp, such as Tau. It is especially effective against psy-sensitive cultists and Eldar.
- He also has a device that can be broken down into a set of parts for ease of carrying. When fully assembled, the entire device looks like a back and neck brace, however with two long spikes coming out of it. These spikes are inserted so that the top one touches the brain stem of the subject, and the lower one goes into spinal grey matter, this not only causes the subject to dance and writhe in pain as their very pain nerves are stimulated, but also allows him to 'read the minds' of those the device is jacked into, by examining brain activities which are interpereted through a small screen attached to the device.
- Lastly, he also has another device which he has never had cause to use whilst in the arbitres, and it us unknown what the full capabilities of the device is. What is known however is that it is contained within a box no bigger than 13" across, which is kept at the very bottom of his carrying case.
- Memento: Mother's regicide set, travellers edition. Snaps shut with all of the peices contained inside.
- Memento: Badge from his inquisition days. Has the inquisition's 'I' on it.
BIOGRAPHY: As mentioned, Julius' formative years were quite peaceful, and he had a well-rounded basic education, although this was brought to an end when a genestealer cult started an uprising. Although PDF and IG forces fought against them and succeeded for some time, they were eventually called back and the planet deemed to be lost, especially in the face of an incoming hive fleet splinter. The Schola Progenium descended on the planet shortly before exterminatus was called, and Julius was swept up amongst many other youths.
It was quickly found that despite being a normal child in most respects, Julius had a unique mental condition that desensitised him to the suffering of others, and this quickly lead to him being fast-tracked to the chastener program, where he was taught the tools of the trade. This training took many shapes, from being taught various chemical mixtures and their effects on the human body, to the proper usages of various psychic equiptment, and even how to use reclaimed xenos items. He was also taught on the true nature of many xenos, and also given detailed training on xenobiology.
Whilst normally the training that chasteners undergo takes numerous years simply to desensitise the to-be chasteners to the horrors they will be inflicting whilst on the field, Julius' unique condition accelerated him through the processes, and he ended up becoming a fully Abritres far before his peers managed to be, and with flying colours to boot. This record lead a newly-promoted inquisitor to recruit him for his retinue, along with a small group that he would serve with for the next thirty years.
The other members in the retinue taught him a lot of what to expect during his lifetime, and it was here in which he not only learned the highly classified 9 steps of interrogation, but also many more practical skills that he hadn't been taught in the Schola. These included the proper identification of daemonic rituals and daemonhosts, the true nature of the warp, and many other peices of information that would lead to the average citizen simply being executed. These skills proved highly effective against multiple witches and mutants, and he showed particular brutality when dealing with any mutants, especially those thought to have been touched by genestealers, although this was rarely a group that he came into contact with, as his inquisitor was with the Ordo Hereticus, rather than xenos.
Unfortunatly, his time with the inquisition was cut short when his party was attacked by a large group of cultists, including two daemonhosts. Despite fending them off, they quickly found that a large-scale daemon summoning was taking place on the planet. Whilst summoning the Grey Knights, the Inquisitor they were attached to was slain, and after they were finally evacuated off of the planet after the threat had been largley dealt with, they were informed that the inquisiton would have no more use for them, unless such time as if another inquisitor would recruit them. After this, he was returned to the fold of the Arbitres, where he has continued to serve.
It was also during his time in the inquisiton where he met Sorotias Acolyte Cassiel, with whom he ended up in a relationship with during his time with her in the retinue. Cassiel later became a Sorotias Cleric, and the two often see each othe both in the field and whenever their down times happen to coincide. Despite this, the relationship between the two has cooled greatly, although the the two still have some amount of loyalty to one another, and Julius has remained faithful to her during the years they have been together.
Upon his return to the Arbitres, Julius found himself swamped, his skills and reputation leading to numerous Judges wanting him on their teams. Judge Caluto finally took notice of him, however, during an investigation on a hive world suspected of being infested by genestealers. Upon his squad capturing a member of the cult, and subsequently discovering they had taken the magnus prisoner, Julius became one of the few interrogators to ever psychically break a high-mastery psyker, although it took multiple weeks of near-constant pressure to do so. Upon returning to the Precint-Fortress, he was informed that he would be transferring to Strike Team Omicron, and was only given a short amount of time in which to get ready.
PERSONALITY: Julius' condition leaves him in an odd state with response to personality. Whilst he can abstractly care for both his squad and civilians, he often has difficulty in fully caring about losses. Because of this, many he has served with consider him cold. Despite this, he has no issue with displaying other emotions, and is a fairly placid man, although he is stern and uncompromising when on the field.
MISCELLANEOUS: Although this may be obvious, Julius has a burning hatred of anything related to those that were resposible for the destruction of his home planet, and many of those who have seen him dealing with them have reported that he often seems more interested in causing harm to them rather than extracting information.
So, ever since I lost an old CS I spent ages, I think it's time to start including every CS I do for an abandoned RP (or a continuing RP.) Read them if you wish, and constructive feedback on writing, etc, is always welcome.
Just a stranger in a strange land... Nah, not really. Born in SA, Moved to the UK. Warhammer 40K fanatic and devourer of sci-fi and fantasy fiction, loves 20th century history.
<div style="white-space:pre-wrap;">Just a stranger in a strange land... Nah, not really. Born in SA, Moved to the UK. Warhammer 40K fanatic and devourer of sci-fi and fantasy fiction, loves 20th century history. </div>