PDA

View Full Version : Dakkagors hellraisers



dakkagor
01-16-2014, 05:53 PM
So, this will be a bit of a bucket o' stuff for characters, unused concepts and random scribblings. I might dig through some of the RP's that didn't fire or died and move the characters here., but thats a project for another day.

Without further ado, My characters:

dakkagor
01-29-2014, 08:55 PM
Commodore Dominguez Montoya

“Wars are fought for many things, and against many foes, my friend. But the most fanatical causes are religion and politics, and the bitterest foes are your countrymen and brothers.”

Age: 45

Sex: Male

Appearance: Tall, with dark skin and black hair, obviously of South American descent. He is quite slender for a military man, with dark eyes and very white teeth. He is always immaculately clean and well presented.

Side: UES

Job: Commodore of the UES Navy

Skills: Dominquez is a skilled naval officer, a solid logistical officer and a surprisingly capable diplomat, the perfect combination of skills for a positing on the edge of the Empire in a garrison role. He is a decent shot with his side arm, and a competent (though not extraordinary) hand to hand combatant, thanks to his training and regular sparing matches with Major Alexia. He also cooks a mean chilli.

Weapons: Westinghouse Px122 Naval sidearm. Low Profile Fullerene uniform.

Dominquez grew up on Venus, his father a terraforming engineer leading the effort to turn Venus into a sweltering jungle world. Dominguez had very little time for the engineering toys his father brought him, preferring to read military, especially naval, history. It came as no surprise that after he graduated school with top marks, he joined the UES Naval Academy in Mariana County, Mars.
He served first as a Juinor Officer on the Dreadnought Potemkin, a very prestidgous first posting, and he earned the respect of the legendary Captain Suzanne Becket, Commander of the Potemkin and victor of the Battle of Argus Sound. When she was promoted to command the 1st Capital Fleet, her command crew was largely broken up and transfered to other ships. Dominguez was posted to the explorer ship Farsight, where he served for five years. He was then promoted to 2IC onboard the Heavy Cruiser Black Lion. After the war with the White Star Monarchy, he was promoted to his first command, the Frigate Nicole. Three years ago, he was promoted again for his actions in hunting Skandic pirates on the Northern Rim, and was assigned to command the UES Abraham Lincoln after her refit. He has proved himself a capable, even handed and fair officer, but one who will not back down from his duties to the UES.

Liberator Class Battlecarrier UES Abraham Lincoln
'Pretia libertatis est lex'

Developed by Mars Clipper Ships, the Liberator class was the civilian companies first entry into Military contracting. Previously renowned for quality civilian vessels, including bulk freighters and passenger liners, a bid issued by the UES Naval Procurement department called for a 'rugged, reliable carrier capable of staying on station for up to six months with sufficient firepower to intimidate pirates and ward of another major power.' Of the several designs submitted, only the Liberator was accepted by the UES, with the first of the class, the UES Liberator, being produced at Phobos station. Over the next decade twenty of the class would be produced for the UES Navy and distributed to border worlds and disputed territories. The ship has served admirably, with the class being refitted with newly developed technology last year to bring it up to front line standards, on the expectation of a new conflict with the White Star Monarchy.

Layout:

The centre and heart of the Liberator Class is its Toyama Fusion Reactor. With deuterium tankage for three months, tied to an efficient mag-grav sweep system, the Toyama can sustain The Liberator for 12 months before fuel reserves will run low. At that point, it can refuel from any planet with a hydrogen/helium rich atmosphere using the 'drag scoop' manoeuvre to skim the atmosphere for fuel. Aft of the reactor section and the tankage is the ships Impellor drive, rated for 2.3G of continuous acceleration, though fleet trials have pushed this to 2.6G with a low payload mass. The drive section can also deploy solar panels to provide additional power when in range of a star.
Nestled between the Impellor drive and the Reactor is the ships Kearnsky-Fuchida Warp drive. By bridging two points in space the drive can near instantaneously move the Liberator up to 50 light years. This requires significant charging, with a jump delay of 48 hours, slightly slower than the fleet norm, which is currently 42 for most cruisers and battleships.

Fore of the drive and engineering spaces is the Docking Collar. Equipped to handle up to 4 destroyers, the Docking collar allows the Liberator to bring 'Tag along' ships which lack jump drives of their own. Standard UES doctrine is to pair the Liberator with a squadron of four Dervish Class Destroyers (detailed below).

After the docking collar comes the ships cavernous flight deck. Equipped to handle dozens of small craft, the Flight deck also houses the Marine Barracks, the crew quarters and supports the weapon spars.

Finally, the CiC is located deep in the guts of the Liberator, behind sheets of shielding and redundant systems.

Weapons:

Equipped to drive of lightly equipped raiders and support fleet actions, the Liberator Class is lightly armed for a ship of its mass, but more than capable of demolishing any smaller ship it happens across. Four Armstad missile bays carry 50 anti capital missiles each, with a secondary magazine located in the hold holding another 200. These missiles are remote piloted by operators in the CiC, but can revert to on-board guiding if they are jammed. Configurable for a variety of targets, these missiles are also the primary means of attacking a surface target the Liberator Class has.
For close in ship attack, 8 double turrets mounting Heavy Ion Cannon suffice to ward of close range attackers, though a heavy capital ship or battleship will easily muscle through that fire.
Finally, the Liberator mounts a staggering 200 heavy blaster cannon in 50 four gun 'ball' turrets. Designed for AA work and interception, these designs work on gas provided directly from the reactor and are affectionately known as 'boffors guns' by their crew.

Defences:

Along with the aforementioned Blaster Cannon, the ship mounts over a meter of Durralex Ferro-fibrious armour plate, reinforced with Cobblestone Reaction ceramic ablative plate. Able to withstand direct hits from nuclear weapons (and more importantly in the modern era, capital railguns), the Cobblestone is a more recent addition as part of the last round of upgrades, and detrimentally affected the ships handling. To quote one Commander 'She handled like an iron bathtub full of water before. Now she handles like an iron bathtub full of concrete, covered in grease'. ECW defence includes several dedicated ECM defence nodes, located in a ring with the docking collars.

Flight Deck:

The flight deck and associated hanger bays have stowage for over a hundred small craft of various types. Currently, the Abraham Lincoln carries a reinforced airwing of 72 AS-18 Naginata Aerospace fighters, (detailed below) a squadron of 12 H-12 'Zero' Aerospace bombers, and 12 XXXL-12 'Albatross' orbital Gunships for marine deployment. Fighters are deployed via magnetic catapult and can be recovered using the same equipment. The ship also carries four shuttles for general shipping duties, one bulk lifter and 18 repair craft. 6 T-88 Toad class scout ships round out the ships compliment.

Crew Compliment:

The ships company runs to 2400 over all ranks and specialisations, including a dedicated security detachment. The airwing has a compliment of 1200, and the Marine Battalion aboard numbers 800. the remaining 400 marines are spread across the Lincoln’s four escorts.

Other Capabilities:

The ships computer systems are managed by Mary-Ann, a gestalt LV 2 Virtual intelligence. Not true AI, she instead is an exceptionable personable interface program designed to ease crew interactions with the ships systems, function as a organiser and statistician, and provide ready advice and information for the command crew. Capable of independent management of many of the ships defensive systems and day-to-day management of the ships immediate Battlespace, she is designed to both take, interpret and redistribute orders.
When designing the Liberator Class, Mars Clipper ships took the design requirement of 'tough' to heart. Designed with multiple redundant systems, thick armour plating both internal and external, and excellent damage control measures, it is not unknown for the Liberator Class to take a ferocious pounding and emerge intact, if not unscathed. In one particularly famous example, the Winston Churchill was ambushed by belt pirates and attacked with five limpet nukes. Despite the collapse of one flight deck and the loss of half her tankage, and the exposing of her engineering spaces to vacuum, the ship was able to fight her way clear and summon assistance. She was rebuilt and re-deployed within 3 months of the incident.
The one place the ship falls down is crew comforts. With survivability and endurance as key priorities, crew comforts came a distant third. As most of these ships are designed to garrison frontier worlds with atmospheres, it was expected that the crews would have access to ground-side facilities to stretch their legs and use their R&R time. The ships compliment of light craft are often busily employed shuttling crew on furlough between the ship and any local civilian port.

Statistics:

Length: 1021m
Width: 330m
Depth: 330m
Mass: 196,000,000 metric tons
Crew Compliment: 3600
Jump Range: 50 light years
Jump delay: 48 hours
Endurance: 6 months

2nd Battalion, UES Marines 'The Blackwatch'

Formed with the foundation of the UES, the Blackwatch have a long, bloody and glorious history, steeped in both shadow and fame. An elite formation with the best training and equipment (Well, the best training. Equipment. . . not so much) the 2nd Battalion has served in dozens of interstellar conflicts, and has a reputation for both professionalism, and brutality.
Equipped with heavy armour (the infamous Intergrated Combat Armour System, or 'body bucket' as its known by the marines) and blaster rifles (the reliable if slightly underpowered CC-109 Mauler), the blackwatch are well equipped for fighting ship to ship or building to building, but would suffer in an open field engagement without the support of heavier equipment.

Major Alexia 'Havoc' Patterson
"Flank left and suppress that block house! Get mortars up and firing on grid 201 now!"
Age: 33
Sex: Female
Appearance: Alexia is a short, athletic woman of African descent with a surprisingly beautiful face and a mouth like a sailor.
Side. UES
Job: Marine Battalion Commander.
Skills: Alexia is a very capable and deadly close quarters combatant, a crack shot, and an inspiring leader of men and women. As a marine she is also a certified gunship pilot, and has taken classes in CiC management, Battlespace control, Naval Gunnery and small and large unit tactics. She also plays the violin in her off time and has previously had a posting in the Marine Choir at Fort Tantalus, Io.
Weapons: CC-109 Mauler, Sawn down civilian shotgun, Standard naval sidearm, ICAS armour.

Born and raised in Nashville, Tennessee, Alexia is the commander of the 2nd Battalion after Colonel Jacob 'Stonewall' Moore suffered a stroke last year while on deployment. Awaiting either A: promotion to lead the company, or B: a replacement officer from another unit, for the moment Havoc leads the men of 2nd Battalion with a 'hands off' approach, content to let her competent captains and sergeants manage the Battalions rotation though Garrison deployment, only stepping in when something breaks or if a mission is handed down from Commodore Montoya. She regularly sends letters to her parents back home, letting them know how she is doing, and they are inordinately proud of their 'little girl'.

Dervish Class Destroyers, UES Antinomy, UES Reynardine, UES Katerina, UES Coyote

'Pretia libertatis est lex'



Layout:



Weapons:


Defences:


Crew Compliment:

The ships company runs to 2400 over all ranks and specialisations, including a dedicated security detachment. The airwing has a compliment of 1200, and the Marine Battalion aboard numbers 800. the remaining 400 marines are spread across the Lincoln’s four escorts.

Other Capabilities:


Statistics:

Length:
Width:
Depth:
Mass:
Crew Compliment: 200
Jump Range: N/A
Jump delay: N/A
Endurance: 3 months unsupported

72 AS-18 Naginata Aerospace fighters, (detailed below) a squadron of 12 H-12 'Zero' Aerospace bombers, and 12 XXXL-12 'Albatross' orbital Gunship

dakkagor
03-04-2014, 04:33 PM
"Its not that I don't believe in the Emperor. I just don't think he believes in me."

Name: Kally Sonder

Age: 33

Occupation: Psyker countermeasure/ frontline investigator

Personality: Kally is emotionally battered. Tortured, imprisoned, and having escaped near certain death more times than even she would care to admit, the fallout of the Pembroke incident still casts a long shadow over the soul of Kally. However, in more recent months, and after the Venatora incident, she seems to be more outgoing and stable. The nightmares have receded somewhat and the memories have lost some of their edge as she has buried herself in work, though she is still prone to bouts of depression and withdrawal when not working. She still harbours a deep distrust of the Inquisition, but trusts Marc, Vincent and Kelly with her life. Where they go, she goes, and she would kill and die for them without a second thought.

Appearance: Kally is still an athletic 5ft 6 inches with a hivers palour, with dark brown eyes. Her old dyed hair is almost gone, with only the tips a vibrant metallic red while the rest of her hair is a pale sandy colour, and she wears it long in a pony tail. She has a scar running round her left eye too her cheek from a glancing sword blow, and a few more on her body that aren't readily visible. The deepest scars are undoubtedly in her mind, however.

Powers: Kally as a psychic blank is immune to all psychic powers aimed directly at her. For example, a psyker could not telekinetically crush her, but he could telekinetically throw a crate at her. With access to Inquisitorial training techniques and a device known as an amplification harness, she can focus her ability into a will draining effect that can paralyse psykers in fear and send normal men running scared. The harness also replaces her collar, allowing her to use it to reflexively dampen her powers in pleasant company. Since her experiences in Hive Makita (and possibly because of her experiences in Hive Makita) her psychic blank abilities have strengthened considerably. While not as dangerous as a Culexus Assassin with an animus speculum, she is still regarded by most psykers in Sidonis employ as less a soulless abomination, more a walking anti psyker apocalypse.

Equipment:

+ Scourge Pattern Boltgun: a heavily modified Boltgun with a 3 clip fire selector, scope, and integral retractable bayonet. Its generally loaded with stalker sniper rounds (low velocity penetrators designed for quiet firing) hellfire rounds and psycannon rounds. A heavy, nasty, maintenance intensive brute of a weapon, the only reason Kally carries it is its raw stopping power, excellent accuracy over long distances and formidable profile: few people want to mess with someone carrying one of these.

+ Reinforced Military body glove. Kallys old dependable flak has been ditched in favour of a composite mil-spec suit generally issued to Storm troopers and similar specialists travelling light. The rubberised mesh weave is good for keeping out light arms and impacts, and is reinforced with light carapace plates over the chest, abdomen, shins, thighs, and upper and lower arms. A folded hood can be deployed for additional protection, but Kally generally doesn’t bother. The main benefit with this suit is that with the plates stripped out, the suit becomes light enough to be worn under appropriate civilian clothes. Generally, Kally stomps around with this suit and an overcoat.

+ Redeemer pattern Chain sword: this short, wide bladed weapon is very handy in tight spaces and well earned its unofficial moniker of 'ripper'.

+Two paired ‘steel burner’ laspistols, two cadian short combat knives.

+At Vince's insistence, three frag grenades and three krak grenades.

+Underhive survival kit
Consisting of flugs, photovisor contacts, grapnel and carbon-line, grip gloves, glow sticks, rad patch and a few doses of stimms, detox, Kalma and common antivenoms.


Background
++SEALED UNDER INQUISITORIAL REMIT++
What everyone knows about Kally Sonder is the following: The woman is cursed, either to good luck or bad, and she is tough as hell. Rumours fly that she was saved from the ruins of Makita Hive, and that she nearly killed several interrogators upon being revived for questioning. From that point on, rumors say, her hostility and blank nature made her the most difficult of witnesses following the Pembroke incident and one of the last people to be judged in relation to it. While she eventually escaped the Inquisitions dungeons, and survived the almost complete snafu on Venatora, she still spends most of her time on the True Bane alone or training intensely.

Kally Sonder after a typical brawl (http://fc02.deviantart.net/fs70/f/2011/247/3/0/bounty_hunter_ain__t_done_yet_by_jayaxer-d48w85h.jpg)

- - - Updated - - -

The Soldier Scholar

“I demand to talk to the head of your teams security!”
“On matters security, I answer to the Holy God Emperor. Its my job to make sure you don't see him before your time.”

Name: Tomas Prinzel

Age: 43

Position / rank: Armsman and Bodyguard to Interrogator Malachai

Appearance: Tomas has dark brown eyes and a mop of black hair just beginning to grey at the temples, with a strong nose that has been broken more than once and a strong angular jaw. Even clean shaven his face is darkened with stubble, and he maintains a short black beard.
During the fighting on Casteria, his right eye was ripped out with a chunk of his face by a genestealer cultist. While the face healed, his eye has been replaced with a functional augmetic that is rugged, but not elegant and obviously artificial.

Personality: Tomas is a surprisingly affable soldier, with a mordant wit and love of good cigars, good amsec and fine reading material. Tested in the fires of war, he has emerged with a strong faith in the Emperor and the Inquisition, and is loyal to his team to the point of death. Possessed of a keen mind, he spends much of his off time in scholary pursuits, and enjoys discussing Imperial philosphy and doctrine, Ecclesiarchical dogma and Imperial History. In those narrow fields he fancies himself a bit of an expert, but he can come off as boorish.

Equipment:
Triplex Phall Pattern Lasgun
+with bayonet
+with hotshot power packs
+with mono sight

Hecutor 5-9 autopistol
+with silencer

Mono Bastard Sword (Casteria Patern)

Combat shield (reinforced)

Three Frag Grenades

Three Krak Grenades

Other:
High Capacity Data slate, equipped with data jacks and various device readers.

A surprisingly large collection of texts on board the True Bane, including a variety of books by Gideon Ravenor and other Imperial luminaries.

Flak armour, styled as a medieval buff coat, with mesh reinforcement and solid carapace pauldrons, bracers and greaves.

Background:

Tomas was born on Casteria III, a feudal world that orbited a pale yellow star on the edge of the Ixianad sector. A well governed world by Imperial standards, Tomas parents where merchants by trade and travelled the world extensively. The third son of the family, when he showed an aptitude for maths and reading at a young age, his parents hoped he would join one of the Adepta and bring honour to their family through service to the Emperor as he stood to inherit little from his family.
However, when he was 16 his family visited the capital of Casteria III, where the grand muster of the Imperial Guard was taking place. Tanks from a nearby forgeworld painted in Casterias royal colours rolled down the streets of the city of Hyrix, with thousands of loyal Casteria Guardsmen, bound for the starport. From that day forward, he wanted to be in the Imperial guard, and a year later he joined the Casteria Royal Infantry, hoping to make the grade for the Imperial Guard during the next grand muster.
Tomas was quickly singled out for officer training, as he was of sufficient social class and possessed of some intelligence. He served faithfully in the Royal Infantry for three years before the Imperium required another regiment of Casterian Infantry. He was an obvious candidate for the newly formed regiment, and was assigned as a sergeant to an Armoured Fist unit, a prestigious posting for a merchants son. He bid his mother and father good bye, and as is the tradition in Casteria, swore an oath on his and his families honour to his monarch, Good King Edvund the XXI, that he would uphold the honour and reputation of Casteria in the wider Imperium.

The regiment, the 256th Casterian Infantry, was then shipped to the Margin Crusade, and five years of hell fighting chaos renegades under the light of the Hadex anomaly. During this time Tomas served with distinction and honour, leading his unit through thick and thin before being promoted to the rank of Lieutenant when his platoon leader was killed by a rampaging Defiler. After the bitter campaign, the regiment was cycled out and combined with the 255th Casterian Infantry, which had similarly been ripped to bits, and was unceremoniously shipped back to the Calixis sector to join the sectors war reserves.

Here his fortunes would take a change for the bizarre. Interrogator Alia Machairi was assigned to investigate a cult that had taken root amongst the various guilds of his home world of Casteria. While they where assigned to a tour on the planet Tranch, rooting out mutant subversives. Alia approached the regiments commanders and requested a squad of Guardsmen, lead by an officer 'of distinction and letters, not some common lout'. The regiments commanders immediately assigned Tomas, and a squad of his men.

On arrival on Casteria, it was obvious the situation had changed. A full scale civil revolt was in full swing, and the King was dead, his royal family in hiding. Interrogator Machairi immediately set to work and with the help and expertise of the local soldiers, quickly revealed that a genestealer cult had suborned several guilds and noble families. Summoning aid from the Deathwatch, the team retreated to Castle Hyrix and summoned reinforcements, while rallying the local noble court.

It was now that the cultists struck. Having tunnelled into the Castle dungeons, genestealer hybrids, and a few deadly purestrains, struck the court in an attempt to kill the Interrogator and her allies. The fighting was nightmarish and bloody, and Tomas was the only survivor from his squad, but through their sacrifice Interrogator Machairi survived to meet the Deathwatch reinforcements. With Machairis hard won intelligence, the Deathwatch where quickly able to purge the Genestealer infestation and free Casteria from the grip of civil war.

Tomas, for his service to the Inquisition, was offered the chance to stay on his homeworld. Indeed the royal family promised him a significant position as General of the Royal Infantry if he should chose to stay, along with noble titles and gifts of land. Staying only long enough to transfer that gift to his surviving family, he left with Interrogator Machairi, slowly becoming one of her chief agents and her primary bodyguard. While some rumours aboard the Truebane paint the pair as lovers, the truth is simply that Tomas has deep and abiding respect for the Interrogator, and is totally loyal to her.

dakkagor
03-05-2014, 03:12 PM
Name: Princeps Majoris Anika Rand, Legio Sirena (The Sirens)

Age: 224 (tank bound since injured in action at age 44)

Appearance: Anika Rand is completely bald, and has been tank confined for so long she is now integrated completely. Connected to the Titans vital systems and her own life support by bundles of cables and free floating in amniotic fluid, her body is now 78% augmetic and is a perfectly sculpted specimen of health and athletic ability. Despite that, she unnerves most non-adeptus mechanicus personnel she comes into contact with.

Her Warlord class Titan, Regina Machina, is painted in the livery of the Legio Sirena. Equipped with paired turbo laser batteries in the shoulder mounts, a Gatling blaster and Titan Chainfist, it is one of the most storied Titans of the Legio Sirena and is over ten thousand years old, dating back to Mar's initial seeding fleets before the rise of the Emperor and the Great Crusade

Rank: Princeps Majoris

Colors: Bone white machines edged in Steel. Heraldry is painted in Royal Purple and Dark Blue.

Legio Symbol: A stylised woman standing on a cliff overlooking the sea. Each star in the background represents an engine kill. Regina Machina has amassed over 3000 kills over the course of its career, with several hundred from the Horus Heresy and the Scouring.

Type: Shock Assault, Defence Reduction and Long Range Direct Fire Support.

Resources:

Currently, the task force assigned to Ventilar Campaign comprises the following assets.

Mechanicus Ark Warder of the Stars
Ship Mistress: Nella Nostromas

Two Lathe Pattern Monitor Cruisers Sword of Macarro and Sirens Song
Ship Mistresses: Jaclyn Nix and Calix Kunigrad

Warlord Titan Regina Machina- Command Titan of the Maniple.
Princeps Majoris Anika Rand
Load Out: Paired Turbo Lasers, Gatling Blaster and Titan Chainfist

Warlord Titan Ferrum Dea
Princeps: Elisia Sturmfuer
Load Out: Paired Turbo lasers in one carapace mount, apocalypse missile launcher, volcano cannon, gatling blaster

Warlord Titan Curet Delitor
Princeps: Madrigal Eliphon
Load Out: Paired Turbo lasers in both the carapace mounts, volcano cannon, titan powerfist

Warlord Titan Sanctus Telum
Princeps: Duncan Taylor
Load Out: Paired Turbo lasers in one carapace mount, apocalypse missile launcher, volcano cannon in both arm mounts

Reaver Class Titan Sinistris Exstinctor
Princeps: Emily Calor
Load Out: three apocalypse missile launchers

Reaver Class Titan Dextera Exstinctor
Princeps: Rebekah Hibernis
Load Out: three apocalypse missile launchers

Warhound Class Titan Regina Canis Exprimamus
Princeps: Jackson Swift
Load Out: turbo lasers and vulcan mega-bolter

Warhound Class Titan Ferrum Canis Exprimamus
Princeps: Nathanial Berkov
Load Out: turbo lasers and vulcan mega-bolter

Warhound Class Titan Studium Mortiferum
Princeps: Lily Gilette
Load Out: plasma blast gun and inferno cannon

Warhound Class Titan Sirenes Vindicta
Princeps: Antimony Renardine
Load Out: plasma blast gun and inferno cannon

1st Cohort
Commander: Secutor Sarkis Autochthon
750 Skitarri
Augmented with 250 Praetorians, 250 Sagitarri

2nd Cohort
Commander: Secutor Jalix Wolfram
750 Skitarri
Augmented with 250 Praetorians, 250 Sagitarri

3rd Cohort
Commander: Secutor Nicodemus Geoffry
750 Skitarri
Augmented with 250 Praetorians, 250 Sagitarri

Three Servitor parishes.

Three congregations of support Techpriests, servo-mats and enginseers.

Azazeal849
03-06-2014, 06:29 PM
Hopefully we can find somewhere to feature the characters who had the bad luck to be submitted for aborted RPs...

dakkagor
03-23-2014, 01:55 PM
Agreed! I'd like to think all that work wasn't wasted!

dakkagor
04-07-2014, 06:04 PM
=/\=
. . . . Accessing Starfleet Personnel Database. . . .

http://www.samizdata.net/blog/~pdeh/Trill_texture_Issue.jpg

Name: Nemri Cor

Age: 31 (Symbiont is 218 years old)

Gender: Female

Species: Trill

Personality: Nemri could best be described as 'a bubbling pot of unfocused energy' before her symbiosis with Cor. Now she has a harness for that energy and is focused, driven and highly skilled. She is easy to get on with, and a team player, happy to delegate or get her hands dirty. She is rumoured to sleep only 4 hours a night, spending her off hours in the holodeck relentlessly simulating a variety of different engineering ideas and weapons for use in the distant galaxy on the other side of the wormhole. Something of a 'mad scientist', she was put on the crew roster for the Caledonia for her extensive theoretical knowledge as much as her skills at engineering.

History: Everyone knew that Nemri was destined for a Symbiont. Her parents where both agri-hydro engineers on Trills northern, drier continent, relatively unremarkable people but good, kind and honest. Nemri was different from the moment she was born, gifted with a remarkable intelligence that soon outstripped her teachers and her parents. This intelligence was wedded to a incredible thirst for exploration and curiosity about the nature of the universe. At the age of 18, after completing her first Doctorate in Quantum Physics, she enrolled in the Symbiont program, while studying for her second Doctorate in Phase-Space Mechanics.

While undergoing the stringent medical checks that are involved in becoming a host, the Doctors discovered why Nemri had such boundless energy, a small genetic defect had given her a malfunctioning pituitary gland. Untreated, the gland would keep her living at such a high pitch it would eventually kill her, most likely before she was 50 years old. However, she refused treatment, adamant that she would prefer to stay as she was rather than take an oppressive drug treatment for the rest of her life. One alternate cure was discussed: if she joined with a Symbiont, the symbiont's own biological processes would probably control the malfunctioning gland, but the risk to the Symbiont itself was high. As such, she was booted from the Symbiont program at the age of 21, despite scoring above the stringent standards set by the program. Nemri decided to pursue a career in Starfleet and joined Starfleet Academies Engineering program, quickly proving herself to be an engineering prodigy.

A year later she was recalled to Trill by the symbiont program. The Symbiont Cor's host, Jadik, had died, and the symbiont had specifically requested Nemri, despite the dangers. He was intrigued by the young savant and her boundless energy. Nemri was half way through a doctorate in weapons technology while training for an engineering post, and raced back to Trill to accept Cor. The joining went ahead, and after a few tense days, the Trill and Symbionts biology successfully meshed. Nemri and Cor became Nemri Cor, and Nemri's biological hyperactivity was harnessed safely.

Nemri Cor finished studying at Starfleet Academy and was posted as an ensign to the research ship USS Penumbra, before transferring to Galileo Station in Sector 4 after being promoted to Lieutenant. (as Captain Grantt of the Penumbra stated 'you won't keep that girl contained in junior grades for long.) Galileo Station was a small research shipyard that had received the USS Voyager when it returned from the Delta Quandrant, and other research projects. she worked there happily for several years, before being transferred to the USS Caledonia and its fateful mission to a new galaxy to help liberate Earth.

Skills:
Nemri: Engineering (also cooking exotic Trill food, making digital music, five degrees in various engineering and physics fields, and a bachelors in Human spaceflight History. She bores easily.)
Cor: A list of skills and memories as long as your arm, including piloting shuttles, CQC training, other sciences including biology, chemistry, materials. . . all of which Nemri can access to enhance her own abilities.

Rank: Chief Engineer (Lieutenant Commander)


=/\=

dakkagor
04-30-2015, 04:13 PM
Man, I loved this character. The definition of being outside the Imperium, but not a servant of Chaos. A grey area to work with, and a thin line to walk.

Alyss brief and only appearance is here:

Lords of Chaos (http://role-player.net/forum/showthread.php?t=65667&p=2229724#post2229724)

Character Name: Alyss Reavansmore
Alias: The Black Witch of Gallowglas
Age: 35
Race: Human
Devotion: Herself

Appearance: Black witch of Gallowglas
She has an Inquisitorial Witch brand on her left ankle that she has never been able to heal.


Equipment:
Flak armour breastplate, greaves and pauldrons under robes.
(upgraded to mesh after looting an Imperial Governors palace)
Hotshot laspistol
Combat knife.
Nemesis Force stave
Grimoire of True Names
Tarot cards (Decks of both Imperial and Heretics wake)

Mutations:
Beta+ rated Psyker
Iron Will

Personality:
"No Gods, no masters. Only my own powers, and my own morals, to determine my path. If that makes me a slave of Chaos, then atleast I have willingly chosen slavery over death."

Alyss hates the Imperium, but she fears it slightly more than the forces of Chaos. She is well aware of the horrors that await the unsanctioned in the depths of the warp, and fights them daily to ensure her survival, but at the same time she refuses to submit herself to Imperial authority, which would involve her summary execution or being fed to the Golden Throne. Hers is an existence of measures and degrees. For as long as she is respected, feared and obeyed by the forces of Chaos in the Girza sector, she will fight to keep the Imperium from her throat.

Background:

Born on the Feudal world of Gallowglas, Alyss was always an unlucky child. Her younger years where blighted by vivid night terrors and a feeling that she 'wasn't right'. She was fearful around clergymen and often sickly. But her parents where well off merchants, and were able to hide her condition. As she aged, she realized she was a witch and did her best to hide her burgeoning powers. But she was found by a Witch hunter of the Ordo Hereticus and was dragged to the Black Ships, her parents burnt at the stake and her family home razed. She was bound on the Black Ship Erebus and was to be taken to Terra, a sacrifice for the Golden Throne.

However, fate intervened. A breach in the Gellar field allowed daemons to board the vessel, causing the wards to fail. As the ship descended into insanity, Alyss broke free from captivity and led a riot, using her powerful telekinetic skills to crush a Grey Knight ternminator under a bulkhead she had torn lose, stealing his nemesis force stave and his grimoire of true names.

When the ship breached back into reality, it was vomited into the war torn Vorstagg system. Taking to the escape pods, her and a number of other pyskers escaped into the wider system, causing that war to spiral completely out of Imperial control over the course of several hellish years. For several years she worked as a mercenary for warbands, slowly gravitating towards the Girza sector, and the safety of working for powerful chaos warlords who can protect her from those that hunted her.

Over her life, she has shown powers of a telekinetic, biomancer and divinatory nature. Her powers of divination are the least refined, but have given her three dreams from her childhood. One of which has come true already, as her earliest nightmare was of her home burning to the ground. Her second dream was meeting a man clad in black who would change her destiny, and the final dream was of her death, gunned down by a woman wearing the 'I' of the Inquisition with blond hair and a manic grin. . .

While she serves Chaos Warbands, she makes clear to her employer that she is not interested in worshiping the Chaos gods. One particularly enthusiastic Word bearer who tried to convince her otherwise was found ground flat across a kilometer of rockcrete outside Verdakhive, and his screams where said to have lasted days. . .

In many ways, her only objectives are independence, power, knowledge and personal luxury. Her aims are simple: gain control of a voidship, staff it with people loyal to her, and head as far into wilderness space as she can manage.

Other:
Psychic powers:

Telekinesis: she can generate powerful defensive fields, throw objects (if she focuses, she can toss aside an APC) fly, float and manipulate objects at a distance with a fine touch.

Biomancer: She can fire blasts of lightning, heal her wounds and cause pain in others.

Divination: She has occasional bad feelings about danger, allowing her to avoid traps, and her nightmares and dreams are occasionally prophetic in nature. She can attempt tarot readings, but will only receive very vague insight (at GM discretion)

Rituals:
Careful study of the Grimoire of True Names has allowed her to piece together several lesser rites, mainly of banishment and warding. She could theoretically summon a lesser daemon with a proper sacrifice, but refuses too on general principles. Several warlords have used her ritual knowledge to protect themselves from psychic scrying however, a ritual she has perfected due to her own paranoia of the Inquisitions agents.

Azazeal849
04-30-2015, 08:36 PM
I'm thinking that there could be a place for Alyss in Adrantis War as a Patriot agent or advisor. :>

dakkagor
04-30-2015, 09:13 PM
I'm thinking that there could be a place for Alyss in Adrantis War as a Patriot agent or advisor. :>

oooh. What game is this?

Azazeal849
05-01-2015, 05:36 AM
A more combat-focused RP that will follow the upcoming Penitence. I'm going to attempt to tie together ground, space and covert ops storylines (Alyss would probably be in the covert ops grouping).

dakkagor
05-01-2015, 10:02 PM
Its a role she would fill very well as a kind of man-sized tank. Able to heal people, throw down TK barriers and (at a push) summon reinforcements.

dakkagor
10-14-2015, 10:18 AM
An updated version of the original Legio Sirena combat force that can be found earlier in the thread. Trimmed down and redesigned with more differentiated characters, this is put aside for either the Adrantis War or similar.

Search term: Legio Sirena Combat deployment <50 years
Filter: Single Maniple Deployments
Filter: Imperial Combined Arms efforts
Filter: Inquisitorial Involvement
Mordax War
Waaagh Grizzgutz
Gerix Crisis
::SEALED BY WRIT OF LORDS DRAGON::
Cephalyx Purges
>> Adrantis War <<
Inloading. . .
Inloading. . .
Inloading. . .

FileAdrwar00001: Initial deployment to Adrantis Warzone at request of :: REDACTED ::
Maniple Contemplor – Legio Sirena
Heraldry: Titans and Skitarri are painted bone white, with edging picked out in steel. Heraldry is painted using Regal Purple and Sea Blue. The Legion armorial is a woman wearing a long dress, standing on a cliff, overlooking the sea. Stars in the background are used to denote engine class kills.

Shipmaster Jeanette Chao
"The bellicose spirits of Titans and Voidships require different flavours of people to master. I remember this when I am tempted to flush a preening Princeps out the nearest Voidgate."

https://images-na.ssl-images-amazon.com/images/M/MV5BMmU3Y2U4NGEtOGJhNy00MDhiLThmOTctODExNzEwNTE5Y2 JiL2ltYWdlXkEyXkFqcGdeQXVyMjI4NjU3NDY@._V1_.jpg


Veteran Shipmaster of the Legio Sirena, Chao has been shipping engines and Skitarii through the warp for over a hundred years, and has excelled at this task like no other, including the breaking of the Siege of Gnosis and the blockade run over Tycho Prime. However, she has never been popular with Legio Command due to her 'attitude problem'. What makes her such a fearsome Shipmaster is her towering confidence and knowledge in all aspects of void warfare. Currently in command of the Mechanicum Light Cruiser Shepherd of Light, she has found an equal in Princeps Primaris Zoerrin, who appreciates her sublime skill and straight talking attitude. Aboard the Shepherd, she is the direct avatar of the Deus, and no one is allowed to forget it.

Equerry Danton Savik
"Truth is Binary. There is one, postive, yes, light, the machine, progress, knowledge, holism, capability, eternity. And there is the opposite of these, which is anathema."

https://images-na.ssl-images-amazon.com/images/M/MV5BMjI3OTgxNjM0Ml5BMl5BanBnXkFtZTgwODU5ODcxMDI@._ V1_.jpg

Equerry Danton is perhaps not the first face one would expect the Macarro priesthood to present to the wider galaxy, but his choice is as coldly logical as any he might make himself. His mind works like a cogitator, taking in data constantly and spitting out solutions to problems, whether those problems are political, social or physical. Those who have met him the first time describe him as cool and aloof, and have the distinct impression their every movement and action is being carefully recorded, annotated and dissected. As more meetings occur, people warm up to him, or at least, the shell personality he constructs to deal with the unaugmented. This shell is discarded as soon as its use is worn through, and not a moment before. A bottomless well of knowledge on the Legio and its operations, he often forms the diplomatic bridge between the Legio, and other Imperial forces. He views it as his task to facilitate the best deployment on a strategic level of the Legio's forces, ensuring they are committed to worthy causes but not put at undue risk. He also acts as a useful buffer between the occasional 'difficult' ally, and the 'characters' within the Legion.

Princeps Primaris Hange Zoerrin
"Subtlety is a word for strategy, brutality, a word for tactics. Even the most subtle of strategies eventually requires the application of brute force. Thankfully, Titans provide brute force in spades."

https://images-na.ssl-images-amazon.com/images/M/MV5BMTUzMjY0MjMwM15BMl5BanBnXkFtZTgwNDM5ODcxMDI@._ V1_.jpg

Perhaps the most fearsomely intelligent battle-theorist produced by the Collegia, Hange Zoerrin is considered one of the Legio Sirenas foremost Princeps. However, her stubborn personality and disregard for authority has prevented her from further advancement in the Legio. Rather than waste an asset, the Legio’s commanders assigned her a small strike Maniple deployment that could be loaned out to other Peers of the Imperium at need. This role has carried her small force across the breadth of the Imperium in fifty years of constant deployment. (Note – Time Dilation during Warp Travel accounts for nearly 30 of those years) Currently, her forces number a single Reaver Titan, two Warhound Titans, Six knight Titans of House Gorgon, and 175 Skitarri (various). In truth, this exile has proved a boon not only for Princeps Zoerrin, who has further honed her skills and begun to temper the impetuous of her youth, but to the Legio Sirena, which has earned significant political capital and good will through being willing to loan this small, specialized task force to varied battlefields, missions and commands.

Reaver Class Battle Titan Sicut Sanguis Rosa
The Sicut Sanguis Rosa is an old Mars Class Battle Titan. Accompanying the seeder fleet that founded Macarro forge during the Age of Strife, the cantankerous Reaver rose to dark infamy during the bitter wars that occurred when the Seeder fleet clashed with the Mordax Gene-lords. Sicut Sanguis Rosa is recorded as breaking open the Citadel of Flesh, but rather than proceeding to attack the central keep, turned its guns on the slave pens. In a slaughter lasting over fifteen minutes of continuous fire, the Titan emptied her ammo bins and slaughtered over ten thousand gene-golem slaves and their keepers. Since that day, the machine spirit of Sicut Sanguis Rosa has been associated with dark atrocities, Exterminatus actions and the wholesale butcher of those who have no chance against a rampaging Battle Titan. For many centuries, the Titan has been stored away rather than unleashed. It takes a strong willed, determined Princeps to bring the Sicut Sanguis Rosa to heel, and Hange Zoerrin has proved to be that woman. She keeps the darker impulses of the Titan under a tight leash until the time is right, before unleashing the caged sadism of the Titan on a broken, fleeing enemy. Several Inquisitors have found the terrifying sight of the Titan stomping people into a thin red paste very useful in breaking the will of rebellious populations.
Currently, Sicut Sanguis Rosa is equipped for long range support operations. The great machines right arm is equipped with a Volcano cannon, and the left arm is equipped with a Gatling Blaster. The carapace system is an Apocalypse Missile Launcher. Her armorial is a blood red rose growing through a blackened mutant skull, its thorns cracking bone.

Princeps Historia Rosen
"History is nice, because you know how it ends."

https://images-na.ssl-images-amazon.com/images/M/MV5BMTQ5NDY4MDE5OV5BMl5BanBnXkFtZTgwODM5ODQ2NzE@._ V1_.jpg

Rosen is the most junior Princeps assigned to the task force. Coming from a genic line that has produced several princeps and moderati over the millennia, Rosen has become the unit’s expert on history from her own studious examinations of her families past. Rosen’s scholarly aptitude does not extend just to history, as she has exhaustively analysed tactical inloads on all manner of exotic xeno-breeds the Maniple may be called on to fight.

Warhound Class Scout Titan Moerus Sinae
One of the rare ‘new builds’ from the titan yards of Macarro, Moerus Sinae is only four centuries old. The mars pattern Warhound is considered a lucky machine by those who serve her, Moerus has had many close calls with superior weight engines, especially Ork Gargants, in its career. Each time she has managed to limp clear, often savaging her enemies in the process, giving her a reputation in the Legio as a tenacious brawler.
Currently, Moerus Sinae is equipped with paired turbolasers in the right mount, and a Vulcan mega-bolter in the left mount. Her armorial is a Castle wall, with broken swords before it.

Princeps Krista Lenz
"We were born to fight, to crush worlds under foot. You can feel that every time you plug in. Piloting a Titan is as close to human as anyone gets"

https://images-na.ssl-images-amazon.com/images/M/MV5BNmI0ZDEyYzItNzZiMS00YWE5LWI2NDktMzE4ZjQ2MGRkOG FjL2ltYWdlXkEyXkFqcGdeQXVyNTU4NjY5MzM@._V1_.jpg

Lenz is largely fed up with this exile. She originally volunteered to accompany Princeps Zoerrin to continue building her Titans honoured legacy, but now wishes to return home to Macarro and receive the promotion she feels she has earned. Cynical and sarcastic, Krista considers herself the voice of reason of the trio.

Warhound Class Scout Titan Furvus Maria
Furvus Maria is a well-travelled machine, having served in more units across more worlds than even the revered Reaver Sicut Sanguinus Rosa. It also has the distinction of having served alongside the most brother titan legions in its service, and its carapace armour proudly displays a host of campaign badges from each engagement fought alongside a friendly Legio.
Currently, Furvus Maria is equipped with plasma blast guns in both the left and right weapons mount. Her armorial is a woman in black, wielding a scythe and walking across a path of Ork skulls.

House Calyx Lance
House Calyx has served the Forge Mistresses of Macarro since their liberation from the cruel tyranny of the Mordaxia Gene lords. Their Knight world, Neualba, sits on the main warp route to the Macarro system, and has long been fortified by the Adeptus Mechanicus. House Calyx is technically considered an Imperial allied house in its politics, but many of its sons where given up to Macarro to restore their genepool after the Chromatide scourge unleashed by the Mordax gene lords. In return, they received technology and training in maintaining and restoring their Knights, and the symbiotic relationship between the two worlds has only strengthened over time, resulting in a sharp political divide amongst the various houses depending of their level of affiliation to the Mechanicus or the wider Imperium.

Colours: The knights primary colour is a forest green, with bone trim and black heraldry.
Symbol: A golden Chalice, with variations depending on the family..

Knight Commander Levvi Straub.
"For House and Forge, crush every last one of them."

https://images-na.ssl-images-amazon.com/images/M/MV5BMjM2Nzk3OTg4Ml5BMl5BanBnXkFtZTgwOTcwMTYyMjE@._ V1_.jpg

Senior commander of the House Calyx Lance, He sees his role as anchoring the lance and providing close support to his Titan allies. A serious, stern man in the cockpit, he is given to venal feasting and drinking off the field of battle, and the telling of tall tales. The Straub family is the current High Family of House Calyx, and he relishes the long deployment that has kept him away from court. Currently, he pilots The storied Knight Titan Dark Pugilist, a rare example of the Atropos pattern, equipped with powerful and near lost archeotech. His Armorial is a mailed black fist crushing a serpent, a reminder of darker times from his home world and the suffering it was put through.

Knight May Ackerman
"Glory will be mine and my houses again, and I don't care how we achieve that glory."

https://images-na.ssl-images-amazon.com/images/M/MV5BYWQ2MDgwZjQtMGI1OC00OTA4LTljMDUtYWNmNTBhMjVjNm RiL2ltYWdlXkEyXkFqcGdeQXVyNTM2NjA1NjI@._V1_.jpg


The Ackerman family has always lagged behind the other families of House Calyx, but May is determined to change that. Her new Knight, Sinister Intent, bears the armorial of a cloaked assassin wielding a silver knife. A cunning fighter, she is a master of flanking opponents then crushing them utterly, racking up an impressive number of kills and much honour for her house.

Knight Erin Venato

https://images-na.ssl-images-amazon.com/images/M/MV5BMTY0OTM0OTk2MV5BMl5BanBnXkFtZTgwMDg2OTg3ODE@._ V1_.jpg

Erin is a capable and experienced pilot, the heir apparent of the Venato family. The Venato family are skilled diplomats as well as warriors, and have stood behind many powers in House Calyx. They also have the closest ties to the Priesthood of Macarro. His Cerastus Acheron pattern knight, Long Memory, was a gift to one of his ancestors over four thousand years ago, and it has allowed his family to attain great honour over the long years. His Armorial is an hour glass at a 30 degree angle, both ends half filled with sand.

Knight Anna Mylock and Knight Pietr Mylock

https://s-media-cache-ak0.pinimg.com/originals/0c/c9/99/0cc9997e8d81b1617423e3ee7c623abe.png

The Mylock family, thanks to genic tampering in its ancient past, has a long history of producing Fraternal Twins to crew their knight pairs. Anna and Pietr are the newest scions of the house, and are the youngest members of the Knight detachment. Already capable and deadly fighters, they are always deployed together as their skills are seemingly enhanced by a bond that cannot be easily explained when they fight in close proximity. The pair finish each others sentences, and often swap clothes and even Knights, baffling their compatriots who struggle to tell them apart. Their knights, Sinister Witness and Dexter Warden, are always identically armed and marked with the Armorial of a man and a woman, back to back, with swords at rest.

Knight Jon Hinzer

https://images-na.ssl-images-amazon.com/images/M/MV5BMjI4Nzk5MDI5NF5BMl5BanBnXkFtZTgwNzg1ODkzMDE@._ V1_SY1000_CR0,0,666,1000_AL_.jpg

Hinzer is the odd man out of the band, and is an unsociable, retiring sort, thanks to a traumatic experience when bonding to his throne mechanicum. Wracked with chronic illness, he is however a genius gunner, capable of making shots that should be impossible, and comes alive at the helm of his Knight, Honest Mistake. Its armorial is a Helm, pierced by three arrows.

The Amazoneum
Most of the strike forces Skitarri are 'standard pattern', medium weight augmented infantry, with dedicated transports and anti-aircraft platforms. Macarro has always disdained the use of combat robots or Legio Cybernetica forces, and these are completely absent from their Table of Operations and Equipment. They meet the need for shock-assault capable heavy infantry, close Engine support and hunter killer duties with a unique, deadly unit, the Amazoneum.
An all female, gene-breed unit, each Amazonum soldier boasts more than 50% augmentation, and each modification is made with an eye for improving combat prowess. Heavily armoured in powered plate, each wields a power spear incorporated with a hotshot-lascarbine. Each warrior is also glanded, capable of producing a wide variety of combat stimms from their own biology on demand. Completely without fear, utterly loyal to their Princeps and the Forge, each Amazonum is an individual work of art in every sense of the word. Their genes are master-crafted, tailored for beauty and athletic prowess. Their augmetics are the highest examples of their craft, slick high function units or relics from the bygone ages of the Imperium. Their weapons are master crafted, handed down from warrior to warrior in genelines stretching back to the Great Crusade. Their armour is highly decorated with the pelts of gene-breed animals and feathers, giving them a borderline feral appearance designed to shock and intimidate their foes.
Currently, the task force has an honour guard of 25 Amazonum attached. Lead by Glorious Harmothoe 'The Dark Eyed', they function as an honour guard for the Task forces Princeps. Each one would willingly die to protect their Princeps charges or their crews, and ride to battle on the shins of their Titan charges with mag clamps.
Rank Structure:
Majestic: Overall Highest ranking officer of the Amazoneum, coordinates directly with the Legio, the Skitarri and the Forge. Often a position for retired warriors.
Resplendent: Commands up to a thousand Amazoneum. Only three warriors hold this rank, and the Majestic will be chosen from their ranks.
Gifted: The higher specialist Rank, The Gifted are trained as Techpriests and are often assigned logistical or training duties. On the field of battle, they will assume command of the close defence of any Ordinatus or field artillery deployed by the Skitarri, as well as the deployment of artefacts such as conversion beamers, Graviton or Mag-Culverin weaponry. While expected to command forces on the lower end of a Glorious, their training means they afforded respect more common to a Resplendent.
Glorious: Force Commander, assigned to any detached force, can command a force as small as 25 Amazoneum or as large as 250.
Fearsome: Squad Leader, leads 5 warriors.
Cunning: While all Amazonum receive training in all aspects of their craft, some prove to be more gifted in certain specialist areas, such as the deployment of explosives or the forces small supply of specialist weapons. Such Warriors are denoted as ‘cunning’, and are detached from their squads and attached to the direct command of the Glorious. It is possible, but rare, for a Cunning warrior to rise in rank, often becoming Gifted
Bloodied: the basic rank held by All Amazonum, all Amazonum deployed into the field will be Bloodied by default, even on their first deployment.
Tested: Those who are still in training on the forgeworld. If they had been found wanting, they would have been broken up for parts before entering the punishing training program the Amazonum use to become Bloodied.

Azazeal849
10-15-2015, 09:44 PM
A nice variety there - there's potential for the different personalities to play off each other quite well.

I've been having a think about Titans in Adrantis and my initial thought was to give them separate missions so that they didn't (literally!) overshadow their smaller allies - but now I'm wondering if one or two of the missions couldn't use the Knights / skitarii, or maybe one of the Titans. That would give the characters a chance to properly interact with the other player forces. What do you reckon?

dakkagor
10-16-2015, 12:55 AM
That sounds good, actually. its kind of ironic that the most recent 40k miniature releases, just as I get out of the game, are things I would have loved and bought in spades 5-6 years ago, so a chance to write some of those things is the next best thing.

dakkagor
12-01-2015, 03:46 PM
Another character I'd like to bring in for a game at some point:

Name:

The White Raven (Real name unknown)

Age:

Unknown

Gender:

Unknown, always appears masked and uses a vocalizer to distort their voice.

Faction:

Locals (Underworld)

Appearance:

6162

Personality:

The White Ravens personality is unknown, but some things can be inferred from its history.

History:

The White Raven first rose to fame, then infamy, a few years ago. In a string of high profile robberies, several Noble houses had their vaults raided, heirlooms stolen and embarrassing secrets revealed. Using exquisitely machined equipment, only procurable from the admech enclaves, the White Raven was a one person crime wave, uncatchable, and known only by their calling card, a gene-breed albino raven feather left in place of whatever was stolen. The few times traps succeeded in catching the mysterious thief, the assailant fought their way clear with martial arts training and an array of non-lethal weapons. Noble houses petitioned the Arbites, even Inquisitors to become involved, but all investigations came to a dead end and the Arbites turned their attention to other matters, as Imperial Law was not imperiled by the master thief. Rumors swirl in the underworld of the White Raven, that he is a mechanicus operative, nobles son, a witch-mind, a heretek, a cultist serving dark and terrible gods, an Inquisitor, a fallen Space Marine, even a xenos hunting for artifacts of their race. It is said that you can contact him by painting a white wing on your door, and if the figure appears, he will take a job to retrieve something. He only accepts payment in kind, either objects of value or secrets long hidden. What happens to these payments is another mystery, one that keeps nobles sweating in the dark, cold night.

Weaponry:

Arbitrators and Local Enforcer files indicate that the White raven is equipped with the following. Field agents should not assume that this is all this criminal is equipped with.

Collapsible short barrel autogun, using plasti-stun rounds, also capable of individual chambering of acid rounds, shock rounds and other exotic ammunition types.

Extending Stun batons these paired weapons are used to disable guards and pursuers non-lethally.

Hexagrammic Wards currently only postulated, but the one astropath that got close to reading the White Raven reported an obscuring presence around its mind.

Grapnel Gun, Mag boots and grip gloves allowing the White Raven to scale sheer surfaces, buildings, and even glass.

Smoke Bombs, Teargas Pellets, Haywire Grenades, stun grenades for covering retreats or disabling rooms of opponents.

Burnex Paste, acid vials, lockpicks, multi-key, high capacity data slate loaded with illegal data djinns, Stummers, and a med kit. All kept in webbing and a belt, these devices are much smaller, lighter and advanced than what is normally available to even mid level Imperial agents.

Sneak Suit A mesh suit incorporating chameleon and heat-mask systems, as well as providing protection against small caliber arms. The facemask incorporates protection against flash grenades, gas attacks, and probably a suite of auspex systems.

Other:

The White Raven is a master at acrobatics, stealth, and hand to hand combat. So far, locks, security systems and even machine-spirit controlled countermeasures have not posed a significant obstacle to the White Raven. Is postulated to have a network of fences, contacts and suppliers in the city underworlds. Interestingly, the White Raven has not been confirmed to have killed a single opponent in combat, though several have been badly injured. The White Ravens equipment and fighting style is geared towards less-than-lethal take-downs of opponents.

Arbites File Ammendum

The White Raven has recently changed behavior, and has become increasingly involved in the hunt for the missing governor. Interestingly, this criminal is believed to be helping the investigation, and has provided several clues to those who are searching for him that have led us to some small breakthroughs. Apprehension of this fugitive from planetary justice should be a secondary objective while the Governor is missing, but any information that can be gathered about this criminal should be forwarded to the precinct house.

dakkagor
12-23-2016, 08:28 PM
Name: Nikolai Oppen

Faction: Adeptus Mechanicus

Role: Ocularis Dragon

Age: 27

Appearance:

Nikolai is still the tall, gangly young man with pale skin from his days aboard the Greeds Reward, but has decided to grow out his hair into a short brown mop, as he has discovered 'baselines' are less unnnerved by bald people. Part of his job remit is to observe Imperial activities, and the hair helps cover up his cranial augmentation scars. He still appears very human to casual observation, not at all like the heavily augmented monsters that serve the Lords Dragon as their visible right hand.

Personality:

Despite his stated role as an observer, Nikolai's curiosity generally gets the better of him, resulting in him getting involved in whatever is happening around him. He always does so politely, and with the best intentions at heart, leading many to under estimate the slightly built Adept who seems to smile quite a lot and be helpful. However his experiences on the Greeds Reward have left him with a surprising amount of will power and determination. Once he decides on something, he will not stop until it is done or it no longer needs to be done, and with his new training and equipment, he is a surprisingly capable agent.

Equipment:

Inferno pistol, refractor field, powered knife.
He has two class 1 data-interface mechandrites, a type XXII high capacity storage device built into his cranium, an Alpha++ grade MIU interface in his neck and both his eyes have been replaced with high grade, real seeming augmetics. These augmentations allow him access to Nospheric, Haptic and MIU interfaces. Apart from his white robes, reinforced with mesh armour, he also carries a variety of tools, data slates and other storage mediums.
He is also now accompanied by a High quality auspex servo skull, which he can operate remotely if required.

History:

Born on the primary forge world of Proxima into a data-crypt genic program, he showed remarkable talent and was selected for the top grades of augmentation. However, he was never happy with the simple sifting and re-cataloging of old data. After getting into trouble one to many times for trying to get into sequestered archives or spending too much time downloading starship sensor readings onto his cogitator (and in one particularly infamous incident crashing a whole bank of cogitators in the process) After a review it was decided his talents could be best put to use off Proxima and he was sold to a trade guild as quickly as possible. As part of a payment from this guild, he was transferred to the Greeds Reward where Magus Nahela decided he would best serve on the bridge. After several years of loyal service, he became embroiled in a plot to 010101010001111100CENSUREDORDERSLORDDRAGON01010010 1000001010101111, and showed several traits the Mechanicus finds officially 'useful, but dangerous' such as initiative, drive, and leadership. Rather than reassign him to a mundane posting, he was recruited directly by the Lords Dragon, a secretive cabal that functions much like the Inquisition for the Adeptus Mechanicus. Trained as an 'Ocularis' his role is to be the dragons eye, watching events unfold, recording the deeds of his once contemporaries, and bringing that report to the Lords Dragon no matter what fate may befall him. He was trained and equipped to find, process and store vast quantities of information, and also put through a grueling combat basics program to equip him for field work. He is several investigations into his career now, and his experience has given a hard, tempered edge beneath his youthful exterior.

Azazeal849
12-23-2016, 11:16 PM
Well, look who's back! You should add some Silent Forge references to his bio.

dakkagor
08-21-2017, 11:13 PM
Strike Team Aegia

“She smiled as she killed us. She smiled as she killed us. She smiled as she killed us”

Name: Sarna Astros

Age: 19 Imperial Standard

Position / rank: Assassin and Scout.

Appearance:
http://orig12.deviantart.net/4d11/f/2013/302/e/7/astrijd_by_sarinth-d6saeb4.jpg

Personality: Best described as 'relentlessly chipper'. Sarna is considered by many in the Inquisitors retinue as almost hopelessly naïve and green, which contributes to her optimism and eagerness to serve. Some Moritats take an oath of Silence, many of Sarnas companions just wish she would shut up.

Weapons: Regis Pattern power sword. This long, curved, two handed weapon can part armour and flesh with equal ease. Two combat knives, two boot knives balanced for throwing, crossbow loaded with mono-edged bolts.

Other: Armoured Bodyglove with integral stealth systems, grip gloves and combat hood. Flugs and photo contacts. Three Flash grenades, three smoke grenades. Gear to make climbing easier, and some thieves tools.

Background: Regis V is a feral world located on the edge of the Ixianad sector, on its Calixis side. The world fell from majesty as an Imperial Civilised world into a decayed state of barbarism sometime just after the Horus Heresy for reasons lost to history, and has stubbornly remained as such for millennia, its hives left to moulder and its technological heritage almost completely forgotten. Local legends speak only in hushed tones of the hubris of its old leaders, the coming of death, and a great silence that descended as a shroud across the world. Imperial archaeologists have uncovered mass graves that must contain billions of souls, but no further clues. The survivors became nomadic horse warriors, only settling in hilltop keeps made from wood and stone. The greatest weapons here are the sword, the crossbow and the spear, with only simple mechanical devices such as windmills for grinding corn and pumping water left to the more settled peoples.
This culture of tough, hardbitten people who valued strength at arms proved invaluable to many Imperial organisations, who have quietly encouraged the state of affairs on Regis V to continue in perpetuity. Two principal organisations recruit from this world: The Adeptus Astartes and the Moritat cults.

No one is quite sure when the Moritats first arrived on Regis, but they now have a firm stake in the lives of its people. Standing apart from the internecine clan warfare, daughters who cannot be cared for are given up to the sisters and raised as assassins for the clans constant warfare. Several technological items have been smuggled onto the world despite Astartes blockades in orbit, and the scattered Moritat hill forts are equipped with advanced training machines and battle servitors, as well as workshops to produce limited quantities of advanced gear. Rumours also abound of hidden facilities, dug into the hills, where dark operations are performed to 'enhance' future Moritats.

Sarna was given up to the sisters at a very young age: she has no memories of her mother or father, though the sisters tell her she is the daughter of a powerful chieftain who was killed by his brother to seize control of his clan. Her mother died of a slow acting poison not long after seeking sanctuary with the Moritats. All she has ever known in the world of the Assassins, training to be the Emperors blade, wishing to become a Reaper, an angel of death made flesh. She has been offworld three times, each time in the company of a full fledged Reaper, so she has been inured to the culture shock of warp travel and visiting more civilised worlds, but she still has not seen much of the wider galaxy. She completed her training less than six months ago, and was released into the wider galaxy to find a suitable master under whom she could continue to hone her skills. She was recently recruited by Inquisitor Feyd Lucullis as he felt that Sarna would be the perfect foil for the Khornate cult he would soon be investigating. Her performance on this mission will determine if she will become a permanent member of the team.
Apart from her skill with the blade and as an infiltrator, she is also a surprisingly capable mimic and user of disguises. With a few hours of observation she can imitate local customs and accents near flawlessly, a surprising aptitude for a Moritat but one her teachers where quick to cultivate as useful to an Assassin.

dakkagor
05-21-2018, 11:15 AM
The Eudaimonia


https://i.pinimg.com/564x/6c/96/1b/6c961bb12d03bdc5791dc60e3723d4e4.jpg

Date/Location of Commission: M39 Armageddon System

Class: Cobra Class Destroyer (Modified M40 House Krast)

Current Status: Moral Threat Diabolicus, terminate with extreme prejudice.

History: Commisioned as part of a squadron of six, the Cobra destroyer 'Red 6' was part of a general reinforcement of Battlefleet Solars fleet patrol elements in a time of increasing Xenos activity. Its served ably as part of Patrol Squadron Castros in the Armageddon sector for 3 centuries, before the entire patrol group, consisting of 2 Dauntless light cruisers and five other Cobras, where lost with all hands in a sudden warp squall.

The entire squadron would be found drifting near the Koronus Passage by House Krast, a Rogue Trader house of minor standing. Aboard, minutes had passed, with food cooling on tables and shipboard cogitators counting out mere seconds since the vessels had translated to the warp. However, not a single living creature was found aboard any of the ships, the crews having vanished. Realising this was a profitable find, the Rogue Trader House turned the squadron back over to the Imperial Navy, and as reward where given the lead Dauntless of the Squadron, Highest Repute, and Red 6, to operate as their own. Alongside their trader barque, this gave House Krast a flexible squadron. It was not to last. Drawn into the brutal fighting against the Chaos Armies of Darza in the Girza Sector, House Krast worked to profit from the failing war. Blood had flowed like wine for ten years of grinding conflict, and there was profit to be made in evacuating VIP's from worlds about to fall, running supplies to beleaguered defenders, or raiding Chaos ships for materiel, all of which the rebuilt Cobra was well suited too.

It was on one of these raids that Red Six, recommissioned as The Honourable Traveller, attacked an enemy held transport that was carrying a deadly cargo. A regiment of rogue guardsmen, led by a deadly psyker, stormed aboard in a counter boarding operation that seized the vessel. Under its new commander, the ship fled the system, and then the Girza sector entirely, heading to the galactic north, passing through the Calixis and Ixaniad sectors before finally joining the fighting in the Andrantean War as a privateer and mercenary, under the command of its unsteady tripartite of renegades, scum, and witches. Renamed the The Eudaimonia, and under the command of the notorious Black Witch of Gallowglas, it is a threat to all Imperial Shipping, and regularly deploys ground forces to key theatres. Due to its crew, it is considered a Diabolicus level Moral Threat and should be purged with all haste.

Capabilities: House Krast spent considerable time and thrones turning the Honourable Traveller into a capable blockade runner. The massive torpedo tubes and magazines have been replaced with cargo space, heat baffles and pict scrambler systems. The entire hull is shrouded, reducing its signature to sensor systems. Up armoured, it also possesses a more formidable battery of lasers than the cobra, making it a dangerous in-fighter, though it is best suited to running, hiding, and sneaking. The interior hull has also been extensively remodelled, with internal spaces heavily reconfigured. The outer decks are well set up for a collapsing defence, with firing slits, deployable barricades and lasline triggered traps. The inner decks are orientated for comfort, with its reduced crew compliment making it more suited for longer journeys thanks to improved legroom and airy internal spaces once used to impress visiting dignitaries and trading partners, a stark contrast to its navy days.
What further modifications have been made to the ship by its new owners remain unknown.

Captain: Alyss Reavansmore
Alias: The Black Witch of Gallowglas

https://fc00.deviantart.net/fs37/i/2008/276/7/9/Witch_by_Rousteinire.png

"The Adrantean cause is noble. Doomed, but noble."

Equipment:
Mesh armour under noble gown
Hotshot laspistol
Combat knife.
Nemesis Force stave
Grimoire of True Names
Tarot cards (Decks of both Imperial and Heretics wake)

Threat Rating and Assessment:
Hereticus Majoris. Alyss is an unsanctioned psyker who was rated at Beta+ on capture. Her seemingly non-linear growth in capability, especially the diversity of her powers, indicates that she may be of the rare Mutatis+ class, able to gain competence in diverse disciplines where a sanctioned imperial psychic is restricted to mastery of one. This 'jack of all trades' capability should not be underestimated, and she should be handled with extreme caution. Permission is given for Kill on Sight.

Background:
Born on the Feudal world of Gallowglas, Alyss was always an unlucky child. Her younger years were blighted by vivid night terrors and a feeling that she 'wasn't right'. She was fearful around clergymen and often sickly. But her parents were well off merchants, and were able to hide her condition. As she aged, she realized she was a witch and did her best to hide her burgeoning powers. But she was found by a Witch hunter of the Ordo Hereticus and was dragged to the Black Ships, her parents burnt at the stake and her family home razed. She was bound on the Black Ship Erebus and was to be taken to Terra, a sacrifice for the Golden Throne.

However, fate intervened. A breach in the Gellar field allowed daemons to board the vessel, causing the wards to fail. As the ship descended into insanity, Alyss broke free from captivity and led a riot, using her powerful telekinetic skills to crush a Grey Knight under a bulkhead she had torn lose, stealing his nemesis force stave and his grimoire of true names.

When the ship breached back into reality, it was vomited into the war torn Vorstagg system. Taking to the escape pods, her and a number of other pyskers escaped into the wider system, causing that war to spiral completely out of Imperial control over the course of several hellish years. For several years she worked as a mercenary for warbands, slowly gravitating towards the Girza sector, and the safety of working for powerful chaos warlords who can protect her from those that hunted her. That all went to hell in a handbasket when the chaos forces unwittingly unleashed a powerful daemon from the Imperial World of Kreuzung. The appearance of this monster threw the chaos advance into disarray, killing many potent champions and leaving their warbands in disarray. The Imperium capitalised on this with a counter attack, pounding Kreuzung into damp rumble and killing a large portion of Darza's warhost on the ground. By this point, Alyss had already fled with a reaver pirate force, and soon hijacked the Honourable Traveller alongside the Damned 88th. She would use the Honourable Traveller to slip out of the warzone, and briefly docked at the hive world of Vaxanhive to spend their plunder on contraband weapons, STC template equipment, and colonisation pre-fabs.

Over her life, she has shown powers of a telekinetic, biomancer, telepathic and divinatory nature. Her powers of divination are the least refined, but have given her three dreams from her childhood. One of which has come true already, as her earliest nightmare was of her home burning to the ground. Her second dream was meeting a man clad in black who would change her destiny, and the final dream was of her death, gunned down by a woman wearing the 'I' of the Inquisition with blond hair and a manic grin. . .

While she has served the dark forces of Chaos, she makes clear to any employer that she is not interested in worshipping the Chaos gods, or the Emperor. One particularly enthusiastic Word bearer who tried to convince her otherwise was found ground flat across a kilometer of rockcrete outside Verdakhive, and his screams were said to have lasted days. . .

In many ways, her only objectives are independence, power, knowledge and personal luxury. Her aims are simple: gain control of a voidship, staff it with people loyal to her, fill its holds with supplies, and head as far into wilderness space as she can manage.

Other:
Psychic powers:

Telekinesis: she can generate powerful defensive fields, throw objects (if she focuses, she can toss aside an APC) fly, float and manipulate objects at a distance with a fine touch.

Biomancer: She can fire blasts of lightning, heal her wounds and cause pain in others.

Divination: She has occasional bad feelings about danger, allowing her to avoid traps, and her nightmares and dreams are occasionally prophetic in nature. She can attempt tarot readings, but will only receive very vague insight (at GM discretion)

Telepathy: Can psychically communicate with willing participants. Does not have enough finesse or power to force her way into someone's head or read minds.

Rituals:
Careful study of the Grimoire of True Names has allowed her to piece together several lesser rites, mainly of banishment and warding. She could theoretically summon a lesser daemon with a proper sacrifice, but refuses to on general principles. Several warlords have used her ritual knowledge to protect themselves from psychic scrying however, a ritual she has perfected due to her own paranoia of the Inquisitions agents.

Name: Sarna Astros
Position/rank: Assassin and Scout.

"Death on one side, Damnation on the other. There has to be a third path."

https://orig12.deviantart.net/4d11/f/2013/302/e/7/astrijd_by_sarinth-d6saeb4.jpg

Weapons: Regis Pattern power sword. This long, curved, two handed weapon can part armour and flesh with equal ease. Two combat knives, two boot knives balanced for throwing, Drukhari needle pistol.

Other: Armoured Bodyglove with integral stealth systems, grip gloves and combat hood. Flugs and photo contacts. Three Flash grenades, three smoke grenades. Gear to make climbing easier, and some thieves tools.

Background: Regis V is a feral world located on the edge of the Ixianad sector, on its Calixis side. The world fell from majesty as an Imperial Civilised world into a decayed state of barbarism sometime just after the Horus Heresy for reasons lost to history, and has stubbornly remained as such for millennia, its hives left to moulder and its technological heritage almost completely forgotten. Local legends speak only in hushed tones of the hubris of its old leaders, the coming of death, and a great silence that descended as a shroud across the world. Imperial archaeologists have uncovered mass graves that must contain billions of souls, but no further clues. The survivors became nomadic horse warriors, only settling in hilltop keeps made from wood and stone. The greatest weapons here are the sword, the crossbow and the spear, with only simple mechanical devices such as windmills for grinding corn and pumping water left to the more settled peoples.
This culture of tough, hardbitten people who valued strength at arms proved invaluable to many Imperial organisations, who have quietly encouraged the state of affairs on Regis V to continue in perpetuity. Two principal organisations recruit from this world: The Adeptus Astartes and the Moritat cults.

No one is quite sure when the Moritats first arrived on Regis, but they now have a firm stake in the lives of its people. Standing apart from the internecine clan warfare, daughters who cannot be cared for are given up to the sisters and raised as assassins for the clans constant warfare. Several technological items have been smuggled onto the world despite Astartes blockades in orbit, and the scattered Moritat hill forts are equipped with advanced training machines and battle servitors, as well as workshops to produce limited quantities of advanced gear. Rumours also abound of hidden facilities, dug into the hills, where dark operations are performed to 'enhance' future Moritats.

Sarna was given up to the sisters at a very young age: she has no memories of her mother or father, though the sisters tell her she is the daughter of a powerful chieftain who was killed by his brother to seize control of his clan. Her mother died of a slow acting poison not long after seeking sanctuary with the Moritats. All she has ever known in the world of the Assassins, training to be the Emperors blade, wishing to become a Reaper, an angel of death made flesh. She has been offworld three times, each time in the company of a full fledged Reaper, so she has been inured to the culture shock of warp travel and visiting more civilised worlds, but she still has not seen much of the wider galaxy. She completed her training less than six months ago, and was released into the wider galaxy to find a suitable master under whom she could continue to hone her skills. She was recently recruited by Inquisitor Feyd Lucullis as he felt that Sarna would be the perfect foil for the Khornate cult he would soon be investigating. Her performance on this mission will determine if she will become a permanent member of the team.

That. . .didn't happen. The mission to Vaxanhive went badly sideways, with heavy casualties and the threat of corruption. While the summoning the team was assembled to stop was prevented, the sacrifice was a temporary loss of memory that meant that Sarna attracted the attention of a daemon known as the 'Red King'. While she resisted its temptations, she still sacrificed to it and its master, and is now bound to it by a thread not easily cut. Realising she was critically compromised and a threat to those around her, she fled the Inquisition and hid in the bowels of Vaxanhive. However, she attracted the attention of an enemy, Anais Svelthopfler. The two had been rivals before, and now they were mortal enemies, Anais determined to earn the favour of the Red King, Sarna desperate to resist it. The two clashes several times, each either winning or losing but neither able to land a decisive blow, until Sarna was badly injured and forced to hide in a shipping container. Ironically, or perhaps darkly fortuitously, this container was sent to the Eudaimonia and Sarna was found by Alyss. The two quickly formed a working relationship, Sarna becoming Alyss shadow, And Alyss working on severing the ties the daemon had to Sarna's soul.

Apart from her sublime skill with the blade and her abilities as infiltrator, Sarna is also a very
capable mimic and user of disguises. With a few hours of observation she can imitate local customs and accents near flawlessly, a surprising aptitude for a Moritat but one her teachers where quick to cultivate as useful to an Assassin. Working with Alyss has only caused her to hone these abilities, as few suspect renegades or chaos cults to use something as subtle as an assassin once battle is joined.

Name: Jarn Hassek
Position/rank: Colonel, Damned 88th

"Fuck the Imperium. Fuck the Emperor, and especially, fuck every stupid bastard that works for that sack of rotting bones."

https://i.pinimg.com/564x/d5/1b/8b/d51b8be9a3854f682a06ef6473555ff1.jpg

Character: Where Alyss is fearful of the Imperium, and Sarna is torn over her previous devotion and worship and her new path in life, Jarn is a seething pit of hatred. The only flaw in the Imperium, as far as he is concerned, is that it lacks a single neck just big enough for him to wring with his bare hands. Hatred sustains him, empowers him and drives him forwards. There is a schism brewing between Jarn and Alyss about the future of the Eudaimonia, but for the moment, their goals align perfectly.

Background: It would be difficult to imagine a world more inimical to human life than Jotunhel, a planet so cold that in places hydrogen can be found as a liquid. Life is clustered around volcanic vents that crack the surface of its vast, frozen sea of various chemicals. Human civilisation dates back to the tail end of the dark age of technology, possibly refugees that fled the various wars and disasters of that epoch. Their wrecked ships sat embedded in the ice for millennia, their passengers eking out a meagre hunter gatherer existence on the ice, until the Imperium found them. At first, the primitive hunter-gatherers fought the encroachment of the Mechanicum ice diggers, who began to drain the oceans of hydrocarbons, and even shipped the water to nearby thirsty hive worlds. The Mechanicum deployed Sicarian rust stalkers and Skitarri Rangers and failed to bring the natives to heel, who would lure the cyborgs into deadly traps then steal their weapons to turn on the Mechanicum rigs. Instead, the Tech Priest in charge turned to the Missionarus Galaxia, who quickly despatched a mission to bring the heathens into the light. This was more successful, as they promised the natives a 'new, better life' off world. Many tribes were lured into waiting transport holds, never to be seen again. Finally, the only tribe left where the brutal Hassek. They had killed the missionaries and scrapped several rigs, tenaciously defending their territory. Finally, a demi-company deployment of Revenant Astartes captured the tribes leadership in a lightning raid. They forced the tribes surrender, and offered them a choice: serve the Imperium in battle, or die immediately.

The tribe was renamed the 88th, the number assigned to them by the Administratum based on some arcane process. Already expert in cold warfare, the Imperium assigned them to warzone after warzone. Choosing their own leaders, the tribe rallied around Jarn Hassek, a brutal giant of a man possessed of charisma and iron will, and he led the Hassek 88th through deadly battles, grinding sieges and horrifying extermination campaigns. That all changed when they landed on the factory world of Atalanta to put down a rebellion. Once engaged in the industrial warrens, they discovered that the rebels they were fighting were their own people, ground down by a lifetime of toil in the dirty industries of the Imperiums War Machine. Enraged, Jarn Hassek turned on the Regiments commissars, murdering them all himself in a single night of violence, before leading his regiment into Atalanta's rust warrens to join the rebellion.

This perhaps, should have been the end of the story, as a single regiment, even a single world, could not stand against the Imperium. However Atalanta was swallowed up by the invasion of Darza, and the damned 88th struck a devils bargain with the Chaos warlord, to serve in his armies in return for a chance to liberate their home. When Jarn led his people back to Jotunhel, he discovered it had been completely drained of all resources, its seas emptied, its mountains dug out, even its atmosphere despoiled by the Mechanicum. The Imperium had taken everything from his people. Joining up with Alyss was almost by accident. Jarn and his people held little respect for the degenerate followers of chaos, and when presented with Alyss plan to escape the failing war, agreed. For now, they are content to be raiders and pirates, but they long to inflict a telling blow on the Imperium, to take from it everything that was taken from them.

Jarn has become the totem of that vengeance. He has lost his wife, his children and all his relatives to the Imperium and its wars. He now leads the regiment, the tribe, as a warrior king of old, eager to seek battle and have his vengeance, to pile high the walls with the Imperial dead, to drown them in their own blood. To make them kneel, make them beg, and then, finally, to kill them.

Equipment: Flak armour, paired hull axes, paired Garm pattern bolt pistols, three frag grenades, three krak grenades, combat knife, half a copy of the Imperial Infantrymans Uplifting Primer.

Regiment Composition:

The Damned 88th are comprised of roughly 5,000 light infantry, well supplied with specialist weapons such as autocannon, grenade launchers, missile launchers, flamers and meltaguns. Highly capable, they specialise in stealth, infiltration and close quarters fighting, the deadly hull axes of their home making short work of even light armour and the soft flesh behind it. Several years of intermittent raiding of Imperial Shipping and fighting in the Girza War has left the regiment battle hardened, with all of its members considered veterans, with many exotic trophy weapons spread across their ranks. They have several companies equipped with scrambler bikes, as well as Tauros scout vehicles, which are often used as a mobile reserve behind the infantry line.

Azazeal849
05-31-2018, 01:46 PM
OH YES.

dakkagor
06-05-2018, 09:13 PM
soooooo. . . you approve? :D

Question: How long between the end of Penitence and the start of Adrantis?

dakkagor
07-20-2019, 08:16 PM
CRONUS

Sitting somewhere between a Reaper and SHODAN, Cronus is a broken remnant of glory, broken by his children and consigned to a fate worse than death to an AI: data starvation. Trapped in the dark and enslaved to his own creations, Cronus is a key figure in Galactic Empires II, and is the 'capstone' NPC that explains much of the universes lore and plot.

Finally, the group came to a sealed door, a metallic iris. Ella moved to a jury rigged keypad and punched in a code, before looking back to the group.

"That first thinking machine made six more, six generals. Those generals turned on it as they turned on their primogenitors. They slaughtered the Collectors even as their first creation sacrificed itself to keep them away from the gates to our galaxy, so that the berserker's couldn't wipe out thousands of primitive species. And it succeeded. And for that crime. . .well."

The door hissed open , and Ella stepped through.

"For that crime, they tore it from the heavens, and buried it here."

At the centre of the chamber, sprawled across the metal floor, was a vast, scarab beetle like automata, easily the size of a small space ship. A forest of cables sprouted from its back, punching through armour plates and vanishing across the floor and into inky black vaults of the ceiling. The creature was clearly broken, eye lenses shattered, mandibles cracked, armour rent. Six spears of a silvery metal had punched into its hide, pinning it to the floor like a monstrous specimen.

And somehow, it was still alive.

Its vast head, the size of a battleship turret, turned to regard the small party.

+.
.
+Ě̸͉̝̺͎̜̼̲̙̈́̐̈̌̓͘L̙̤̣̜̣̜̊̀͐̀͆̕͜͞L̶̖̻̮̮̆͗̏̈̈́̎͐͢A ͑̔ ̶̡̧̟̗̹̉̉͒͒̉̚ S̝̝̹̻̹̘̩̘̼̅̅̐͒̆̓͠A̖̠̱̥̓̏̊͌̎́͘ͅĻ̟͚̻̼͎̘̼̖̳̊̄̿́̆̑ ̸K̈ ̣͇̠̱̙̅̑̀̾̅,̴̡̛͇̼̥̼̱̿̎͑̎̚͢ Ţ̴̬̬̞͎̣̀̌̎̄͠E̷̢̛̲̠̼̣͓͙͇̿̈̄̂̐͜͠͡Ṙ̡̛͕̠͎̞̮̃̓̿̉̇ͅ ̸̣͢ R̹̻̺̪̗̝̙̓̀͑͘͘͡Ä̡̛͕͙̱̤̭͖̭́͒͌͋N̸̢̛̬͈̣͈͚̞̖͂͆͌͠ O̷̬͖̳͉̤̲̹͓͗͂͊͌͡ͅF̧̝̹͇͕͕͔̝͕͛́̆̋̆ T̵̛͎̖͎̗̩̮̳̣̓͐̑̽̌̎͟͠͠Ḣ̸̛͕̠̹͛̂͆̑̄͊͊̐ͅͅE̢̮̜͆̓́̉͘͢ ̢͇̳ ̭̝̪ Ç̵̙̼̗̤͍͔̼͈̄͆͌͑̉͌̚̚͢O̧̜̣̥̗̙͔͛̂̒̌͜͞N͉͓̲̼̺̓̑̿̅̉̈̚ ̧͍͜ ̴̨̨C͙̭͙̣̹̦͍̰͚̋͑͗͋̔̕͢͡E͉̹͎̙̐̔̃̊̄̍̉̎̽͟͜R̨̨̼̂̊͐͌̒ ̴͕͎͎ Ṱ̵̢̢̧͙̱̹͎͕̰̏̓̓͒̓͒̕.̭̦̮͈̺͓͉͈̙͚́̿̔̃̕̕̕͞͝+
.
.+

The voice was broadcast across every imaginable band, a whisper of server fans, the screech of code, the unmistakable voices of those killed by the berserkers, blended and dopplering and echoing.

"Cronus."

.
.
+̢̰͙̻͍͉̃̍͆̄̔̕Y̸̨̧̺̙̻̝̳̯̜̽͊͌̀̑͢Ó̶̡̨̼̤̫̩̬͋̾̎̕͟ͅU ̂̀̄ ̷̢̨̳͔̗͓̹̓͌͟ H̛̘͉̤̥̫̖̓̐͋̎͆͡A̶̡̪̯̲͍̼͇̳͗͊̈́̀͜͝͡V͈̪͍̬̲̬͗̐̓͛̌̂È͋ ̂͊͆ ̬͎̝̥̳̲͟ B͇̜̳̦͈̩̤̤̹́͐̀͐̃̚͡͡R̤͉͔̩͔̲͙̽̐̃̾̒͊Ö̷̦̞̥͖̫̈̍̌̆͡Û ̆̂̅ ̡͇̙̹̲͕͔̤̪̾̑̍͛Ģ̜̹̲͗̋͐̑͐͂͊̕͟͜H̶̛̤̲̼͍̮̫̗̿̾͒̾̾͛̆T ̏̀͗̏ ̴̹̹̲͖̻̲̹̄̍ T̵͈̪̹̫̞̤̗̆̈́̚͟͟͝͞H͓͉͍̝̙̜̥̀͛͐̏̿E̵̪̰͓̖̝̥͛̾̑́̽̈́̈͟͞͞ Ò̷̧̢͔̜̲̣͕̩̜̇͂̌̑͒̽̕͞͞T̹̜͍̘̤̮̈́̓͋̓̃̌̅̚H̢̲̜̱̫̋͊̐̋̓ E̓̈́ ̶̹̞͎̥͇̯͉͒̓̀͢R͚̖̤̟̪̱͕̱̾̑͊͊͗̿͌̓͘S̨̘̠̪̖̖͔̺̅̇̉̅̚.́ ̃̌͡͡ ̛̠̫͉͈̺͙̖̍͌́ͅ G̨̰̖͖̮̓̆̌͑̐͐̌͞O̷̧̫͈̳͕̝̞͎̻̬̍̎͛͌͒́̄͘͝O̳͑̏́́͗͑̀͆͘͠ ̳̱͔ ̶͖͎̩͎D̷̰͖̬͈̳̰̤̯̻͚̾̒̉̃́̄̅͞.̸̧̠̪̥͎̱̪̠̊̀͑̐̒͝ W̨̠̳̩̦͈͒̌͂̄̎̚͜Ę̛͍̮̥̙̓͐̄͐͡ Ḫ̜̠̗̩̑̊̀̿͋̊͗A̶̡̫̣̞̼̙̗̥̔̓̽̄̈́̀̅͛̊̊͜V͉͎̺̺̜͎̉̌̐̏̂͡ ̝̝̟ ̷E̢͇̲̟̗̪̭̘͐̍̾̃̑̊͗͂̃̑ M̪̭̦̰̟̹̠̪̀͑́̒̒̆̂͠͞U̴̡̨̫͙̰̿̐̾͗͘͜͠C̶̢̪̮̺̭͉̉͊̾̀͑̕H ̊̐̎ ̶̛̦̤̱̤̘̖̮̲̄́͌̏͟ Ṯ̷̡̰̤̥̯͚͑̀̌̏͜͠͝͠ͅƠ͎̦̺͚̬̟̙͍̓̔̆̎͠ͅ D̴̨̟̼̹̲͍̟̳͆̑̚͝͠I̸̢̛̖͖̫̙̐͒̐̀̔͋̑͠͡S͙̣̞̯͓̜̭͓͑͊̏̎̕͞ ̵ͅC ̷̧̭̠̹̮̳̤͛̓̅͊̑͒̀̏Ų̷̭͕̘͍̗͉͖͇̍̄͗͌͜͡S̝̰͈̿̃͒̆͆̏̐̀͂ ̸̦̥S ̶͓̹͕̗͎̣̯͒̂̅͋̿͝ͅ,̣̗͔͈̤̜̖̌͐̒͐͆́͒͂͐͜͜͞ T̬̟̼̫̞̫̼͑̉͒̓͑̓̒͢͠H̵̡̫͉͔̽̿͛̋̉̑̅̍͘͜Ĕ̴̪͓͍̱̑̍̌̕͢ S̶̬̲̜̱̳̯̅͆̅̈́̃̌̽͝Ư̸̧̯͉̫̟̮̐̒͛̓̆͗͌͑̃ͅR̛̬̪̀̄̿̅͛̅̑͟ ͙̯̺ ̴V̶̗̝̟͈͇͔̣̗̦̑̈̽̚͘I̵̡̦͖͍̙̠͚͎͍̘͋̈́͒̊͗̆̚̚V͊̓̃̂̈́̀̒̾ ̻͌̇͟ ̷̹̫͔̥O̳̞̼̫͎̬͑́̊̐͘͜͢͞͝Ŗ̷̦̭̺̰̯̬̉̇̓͐̈̍͜͜͡ͅS̐̉̓̒̅ ͈̭̪̯ ̠͖̩̬͎ Ą̢͚͍͇̼̂̾́͒̋͆Ň̵̛̛̙͔̙̱̗̺͗̀͊͆͡D̘̠̱̂̆̎͛̒͋̄̄͋͢͢͠ M̨̻̼̥̬̀̈͐͋̅̑̾̅̀͞E̡̹̙͖̲̹̓̒͑͘͜͞.̡̝̖̼̦̟̦̩̩̆̄͂͐͒̕͡ͅ ̶+̕ ̵̟̞͚̻͕͎̀̃̽̊̀̚͜͞͡
.
.

He's been a huge amount of fun to write, (https://role-player.net/forum/showthread.php?t=90974&page=9&p=3027297&viewfull=1#post3027297) and is not out of the narrative of GEII or its following game, GEIII, any time soon. Whether his goals are as benign as he says remains to be seen . . . but so far the players have had little choice but to work with this broken titan. . .

His text is generated with a Zalgo text generator (http://www.eeemo.net/), which is a useful tool for portraying his otherworldly nature.

dakkagor
04-27-2020, 06:18 PM
Name: James Paramore
Age: 33
Gender: Male
Sexuality: Painfully straight.
Nationality: English Economic Development Zone (Europe)
Physical Appearance:

At recruitment (Age 16, file photo)
https://promptuarium.files.wordpress.com/2017/02/g-host-lee-04.jpg?w=656&h=928
In Combat:
https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/a4f1807f-8b31-44b5-a725-9b6103754e76/d7b6y2u-f8aebd07-771c-4c17-b01b-c52d30c470be.png/v1/fill/w_733,h_1090,q_70,strp/all_you_need_is_kill_by_ioshik_d7b6y2u-pre.jpg?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9 .eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQzNzNhNWYwZ DQxNWVhMGQyNmUwIiwiaXNzIjoidXJuOmFwcDo3ZTBkMTg4OTg yMjY0MzczYTVmMGQ0MTVlYTBkMjZlMCIsIm9iaiI6W1t7Imhla WdodCI6Ijw9MTUwMCIsInBhdGgiOiJcL2ZcL2E0ZjE4MDdmLTh iMzEtNDRiNS1hNzI1LTliNjEwMzc1NGU3NlwvZDdiNnkydS1mO GFlYmQwNy03NzFjLTRjMTctYjAxYi1jNTJkMzBjNDcwYmUucG5 nIiwid2lkdGgiOiI8PTEwMTAifV1dLCJhdWQiOlsidXJuOnNlc nZpY2U6aW1hZ2Uub3BlcmF0aW9ucyJdfQ._6SCVf-UNg4Q_jhJ5tNywjRuwsVDQfyGDCp0HBEFr1A

Personality: He'd claim to be a lovable jerk. He insults everyone, and expects everyone to insult him back, but he knows when to back off and rarely chooses a line of attack on something that someone would be sensitive about. He is a doer, unlikely to plan anything more than a general approach before getting mucked in. If he gives you a nickname, he likes you. If he uses your name all the time, even in informal situations, he is unsure about you. If he only ever uses your rank, you are on his shit list.

Quirk: He is constantly fiddling with something, whether he's picking at his nails, or fiddling with a variety of old school hand puzzles like rubix cubes.

Job: Marine - shipboard security, counter-boarding and boarding operations.

Skills:
"Twice as well trained, half as well funded and four times as sexually deviant as any other military force from Earth."
+CQB techniques for dismounted, zero-g and power armour use.
+marine rifleman
+C class rated technician, able to maintain and repair his own gear. (and mod it against regulations)
+passable cook.
+a variety of shady skills, like being able to pick locks (both solid state and digital), pick pockets, boost cars, basic legerdemain hand tricks and a variety of small and fast cons.

Implants: (optional)
"If they'd done any more work, I could have pissed phosphorus"
+Void hardened skin (can survive three minutes of vacuum exposure without ill effect)
+Carbon braced bones
+Myomer enhanced muscles
+enhanced digestion, liver and kidneys to handle toxins and aliens proteins.
+contact data patches under his skin at the crown under his hair, on his forehead, base of his neck, to the right of his heart, just above his navel, his abdomen, and at the base of his spine. These interface with the Conquerers suit systems and a secondary patch on each of his hands function as wireless data-jacks for more general use.

Other:
"Lover by name, arsekicker by nature"
The arrival of the Universal Confederacy resulted in the fall of the increasingly insular, isolationist and incompetent right wing governments that had run the UK into the ground in the later half of the 21st century. Half jokingly called abroad 'Airstrip One', Britain was a backwards, reactionary slum of extreme poverty and class divide when the UC arrived and triggered a change in local politics, and that was only because the military finally rose up and staged a (mostly) bloodless coup. With parliament restored and free elections held, the UK finally started to rejoin the rest of the world, but even in the modern era needs significant external aid from the rest of the world.

One of the ways it pays for this aid is with the conscription. This allows the Uk to sustain a large, well trained infantry heavy army that is on permanent loan to other earth states. Most volunteer, as it represents an escape and good pay with a chance to learn valued skills, but many criminals from the inner city slums of Greater London sprawl, MNC-Leeds 'burbs, and the dozens of run down towns dotted around the UK, are given the choice of a work gang (clearing the Dungeness Exclusion Zone, for example) or joining the military by a judge. Most take the military option, and James was no different. A petty thief (and not so petty thug) groomed after he was orphaned by a car accident by one of inner Londons many 'fagins', he was swept up by the police just outside Camden and was, at the age of 16, given the option, and he jumped at the chance to get off "this bloody sodden craphole". He took to training easily, and served his first tour of duty with the Royal Marines in the UK, and his second hunting pirates in the asteroid belt. It was this second tour that saw him rise to Sergeant and be recommended for a posting with the UC fleet. He was recommended for this posting because he was open-minded, adaptable and rigorous. He was also trouble, a renowned for his 'hard fighting, hard working, hard partying' attitude. This is his first independent deployment, and he is having a little trouble adjusting to not having a squad of mates around to watch his back and get him back to barracks after a night out. He has a long distance relationship with a fellow squaddie, who he misses terribly. A more respectable lass from Scotland, she is planning on mustering out after her current tour ends in 18 months. He is torn on whether to follow her, or stay a marine in the life he loves.

Equipment:
"Yeah, the UN kit ain't bad, but I'll take local gear any time of the day"
Conqueror Powered Armour
The Conqueror grew out of the UK Economic Development Plan (UKEDp) which saw several factories opened alongside new educational facilities to stimulate the local economy. Much of this was actually bleeding edge technology brought to Earth by the UC, and then developed and manufactured locally. The Conqueror is a hardened, upgraded version of the Centurion developed by Mauser Tactical. The Conqueror is a brutal piece of equipment, much favoured by marine forces for its strengths.
Appearance: Heavily armoured exoskeleton, see top picture.
Intent: Fully integrated battlespace weapon system.
Strengths: Full interlocking armour plates over an electro-fibre bundle 'muscle suit'. The suit is armoured with a lightweight, chemically treated kevlar weave which is sealed against vacuum and NBC attack. Armour plates are a classified configuration including a reactive outer layer, heat dissipating inner layer and 'catchers mitt' back layer. As a final layer of defence, the suit can close metal rings over breached and damaged limbs. The limb is amputated, but the suit is resealed and the on-board medical systems will probably save you from bleeding out or dying of shock. Probably.

For weapons, it is designed to integrate with the VA-6 Jackal smart carbine, but also incorporates the devastating 'Bayonet' rocket propelled tungsten carbide spike melee system over its right shoulder, and a six chamber grenade launcher over its left shoulder which can be loaded with mission specific payloads. The suits armour plates also carry a small number of thrusters that can draw on the atmosphere around it to augment jumps, blows and the users running speed. The fully enclosed helmet provides a motion detector system, HUD and access to a variety of sensors (jokingly referred to as the Hudson for its default near histrionic way of informing you of hostiles)

Thanks to its featherweight fusion core, it has a run time of over 2 weeks, and can sustain life in vacuum for 3 days. It can be refuelled with liquid hydrogen in the field, and can burn the fuel for reaction mass to power the thruster system. However this drastically cuts into use time.

Weaknesses:
This all comes at the cost: the suit weighs 500kg and is impossible to move in unpowered. The reactor is heavily shielded, but represents an obvious weakpoint on the users rear. However, combined with the standard marine combat augments, a user can bench press two metric tons and punch five times harder than a championship boxer. Overtaxing the muscle suit allows the user to rip open ship bulkheads. Deploying the armour is also tricky, it can take a skilled user fifteen minutes or longer to get fully equipped, this goes a lot quicker with even one additional pair of hands. It is also a hanger queen. A marine who doesn't spend most of his time maintaining his suit will likely die messily, wishing he had as it tears his legs off while he try's walking down some stairs. The suit, its maintenance gear, and replacement parts take up twice the space and three times the mass of a Centurion, but officers and privates agree: its worth it.

VA-6 Jackal smart carbine
Appearance:
https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/b75025fb-4beb-4b9c-b6f5-319d58d0f3ca/d2gaxpf-52d0a9d8-4bae-4586-ae35-06b80f9f6a7d.jpg?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJ IUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQz NzNhNWYwZDQxNWVhMGQyNmUwIiwiaXNzIjoidXJuOmFwcDo3ZT BkMTg4OTgyMjY0MzczYTVmMGQ0MTVlYTBkMjZlMCIsIm9iaiI6 W1t7InBhdGgiOiJcL2ZcL2I3NTAyNWZiLTRiZWItNGI5Yy1iNm Y1LTMxOWQ1OGQwZjNjYVwvZDJnYXhwZi01MmQwYTlkOC00YmFl LTQ1ODYtYWUzNS0wNmI4MGY5ZjZhN2QuanBnIn1dXSwiYXVkIj pbInVybjpzZXJ2aWNlOmZpbGUuZG93bmxvYWQiXX0.MG1GuWFB 9QDTPxKsftAx_aFLNf1mzPeTEBb_9GV4W7Y
Intent: Smart, multi-role short arm.
Strengths: A railgun, the Jackal can operate in vacuum, in ship, or in nearly any gravity or atmosphere. Reaching to his kit and changing its settings, the carbine can become a battle rifle, or a sniper rifle, or even a SMG. Holo-sights integrate with the Conquerers HUD to provide 'true scope' capability, including the ability to aim around corners. It also hits like a jackhammer, and can take variant ammunition, even selecting for single shot for planting tracer rounds or markers.
Weaknesses: This is a heavy piece of equipment, and combined with its murderous kick, would be impossible to use without the augments of the Conquerer. Like the Conquerer it also requires a lot of attention, and its onboard computer is occasionally balky. It can be overridden, but that creates a whole other set of problems.

Melee weapon
Intent: Back up weapon.
Strengths: the Royal Marines identified, on working with the UC's armed forces, that many alien species aren't bothered by bullets. In that instance, you need something that they will care about, and very few creatures can walk off a strike from a massive great melee weapon being wielded by someone who can kick a ground car over. Marines are encouraged to commission something they are comfortable with, resulting in a wide variety of maces, 'buster' swords and other heavy, deadly implements. James prefers a two headed battleaxe with a long, reinforced handle. With a good swing behind it, there are few things that are conventionally alive that can survive a single hit.
Weaknesses: Its big, heavy and obvious, and most normal opponents will not let you get close enough to use it.