A description of the planet Janshiin, which Darius Bickerstaff's retinue shall be visiting shortly.
Janshiin is a very old terrestrial planet, roughly the same size as Terra but lacking any natural satellites. It is the second and final planet orbiting a white dwarf star of the same name, at a distance of roughly 1.75 AU; the sole other world in the system, Reljan, is in the process of fragmenting into a small asteroid belt, which the Mechanicum believes to have been the result of a catastrophic meteorite impact suffered in Reljan's recent history.
Janshiin itself is a dead world; it has no atmosphere, no oceans, and its landscape is dominated primarily by plains of barren rock and an equatorial sea of blue sand. Scans indicate that its core is extremely poor in metals, and there are so few vital elements to be found on Janshiin that no effort has ever been made to mine the world. Were it not for Janshiin's convenient location at a confluence of major Warp currents, the planet itself would have been quitely filed away by the Administratum and forgotten thousands of years ago.
Janshiin's other claim to fame are her shipyards, a vast web of drydocks and other facilities which orbit the planet like a small moon; they have the capacity to service up to fifty ships at a time, making the Janshiin system a useful stopover for rogue traders and smaller fleets of the Imperial Navy. It has modest defenses, but given that Janshiin is located deep within the heart of Imperial territory and far from any xenos forces, most people deployed there see it as a dead-end job.
For all entering the Janshiin system, proceed with caution; though unremarkable in nearly all respects, the planet possesses an anomalously strong and irregular gravitational field, which can and will scramble your navigation systems if you are not careful. Slave your computers to the shipyard's navigation beacon upon entering the system to avoid difficulties; if the navigation beacon is not being broadcast, hold outside of stationary orbit and await instructions.
The Danse Macabre Codex-A report on the alarming mutation of the Ork race-
Ordo Xenos
Magos Biologis Kester Aiquilon
-To be transmitted to all Imperial Guard, Astartes and Ecclesiarchy command-
Some time after the discovery, battle for and subsequent acceptance of Gensokyo Primaris into the Imperium, troubling reports appeared across multiple worlds concerning new and unknown types of Ork. Further examination suggested that these Orks were in some way associated with the Ruinous Powers, but to a degree never before seen. Through observation, interrogation and capture of both tainted and untainted Ork specimens, the following points have been established by the Ordo Xenos:
- A fusion between the Ork race and the Forces of Chaos has taken place hereafter refferred to as "Chaorks", in spite of accumulated evidence suggesting Orks were unaffected by the energies that threaten Astartes and human alike;
- This mutation actually makes the ork far less dangerous than their uncorrupted brethren, save certain exceptions;
- These mutations, so spectacular in humans are far less noticeable in the orkoid race, save certain specimens referred to as "choozed boyz" by Ork prisoners, these are highly dangerous;
- The chaotic mutation affects a small percentage of the Orkish population, and a smaller one still become "choozed";
- Orks have no love for their Chaork brethren, and will kill or shun them if they do not correspond to the twisted ideal of racial purity they call "orkiness";
- These mutations are associated with the four principal Ruinous Powers, they will be listed hereafter.
Orks of Khorne "Skullboyz, Emorks"
Khorne is the most rightly feared of the false gods of the Warp, and it would be natural to assume that the bloodthirsty Orks would all fall under his sway. Astoundingly, however, investigation reveals that the majority of Orks devoted to Khorne are listless, sullen creatures that will only fight if cornered. They are no less resistant to damage than their untainted kin, if not more so by the unholy blessing of their idol.
These orks, derisively known as "emorkz" by their brethren, have a very peculiar way of giving praise to their god: They are seen to grab their choppas and slash at their skin ceaselessly, cutting themselves until their blood flows, all the while chanting "Bludd fer da bludd god!". The tough constitution of the Ork allows it to carry on this ritual without fear of dying.
The best tactic against this variant is to kill them last, as they are often seen loafing about even as their comrades are shredded by bolter fire, and save ammunition for more dangerous foes.
The "choozed of Korn" are known as Skullboyz, and they embody the worst aspects of both their race and their foul deity. Standing as tall as an Astartes, these green monstrosities have developped a thick, spiky skin that can deflect lasgun shots and shred tank armor, samples suggest a resilience close to that of the adamantium plating of a Land Raider. These juggernauts eschew guns completely, throwing themselves into the thickest of the fight where their unnatural strength and toughness almost always ensures victory. They have been observed to function on a warped "code of conduct", they will often ignore heavy weapons squads raining fire on them to grapple with Ogryns and and vehicles, leaving the smallest opponents for last.
Their overreliance on melee seems to be the only weakness of these orks, the best way to deal with them is to lay down an unceasing hail of solid-projectile fire on them until their bodies are disintegrated into mist, as orks are known to recuperate from the most grievous injuries including decapitation.
Orks of Nurgle "Sikkboyz, Big Barfaz"
Cultists of Nurgle are among the most disgusting warp-creatures to be found in the galaxy. The Orks touched by this most foul of Warp powers are consequently empowered with the ability to emit noxious fumes and bodily fluids in battle to choke and strike at the enemy. Bizarrely, these potent mutations are seldom seen in use by the "Sikkboyz", as they are known.
Like their common Khornate brethren, Sikkboyz are often found sitting rather than rushing into combat. They seem to be able to keep themselves endlessly amused with their own flatulence and bodily functions, and any group of Sikkboyz can always be located from a distance by the loud laughs and thunderous gaseous blasts that provoke their hilarity. It is this attitude towards combat, not to mention the horrible smells that even other orks have difficulty standing that leads to their ostracization from ork clans.
These creatures are best left untouched, as their smell can be compared to a riot gas that corrodes the sinuses. A Sikkboy is always surrounded by a thick swarm of flies that attack any close-by opponent, by obscuring his vision and obstructing his exposed orifices. Best suited for this task are Ogryn squads, whose own natural body odors and impaired sense of smell make them less affected by the foul emanations. However, cases of the Ogryn sitting down and joining in with the Orks have been reported, commissarial attention is recommended. Under no circumstances are flame weapons to be used within ten meters of a Sikkboy, as the gases they emit are comparable to the vaporized promethium used by Hellhound tanks. Ignition of these gases has been observed to completely gut a Leman Russ tank.
The "choozed of Nrgl" are known as Big Barfaz, a larger, stockier variant of the Sikkboy with a grossly protruding stomach. In this gut is a horribly corrosive sticky juice, that can be expelled and sprayed by vomiting it over a wide area. This disgusting organic fluid is extremely flammable, and a common tactic of these abominations is to project it over enclosed vehicles, concentrated, armored or covered troops, then have a Burna Boy ignite the fluid, trapping those not dissolved to burn alive. They also seem to have limited control over their fly swarms, making approaching a Big Barfa in melee a dangerous task.
Big Barfas are best dealt with from a distance, preferably from upwind. Incendiary bullets are most effective, as the gases contained within the Barfa's swollen body are just as volatile as the smaller Sikkboyz. The discerning commander will make sure have the Big Barfas taken out when surrounded by their kin, so as to maximize casualties among the enemy.
From the journal of a member of the Imperial Guard
Gradi IV is habitable. Barely. Its comfortable distance from its sun and short year give it a mild, temperate climate across most of its surface, and the mixture of gases in its atmosphere would seem to suggest it should be teeming with life. However, the scarcity of water, lack of crucial minerals in its crust, and presence of several other, highly toxic ones, mean that the planet is for the most part a barren, rocky waste, scoured by harsh alkali winds. The few forms of life that exist here are small, scaly, and vicious, eking out a meager living among the rocky crags.
The same toxic minerals that make this planet almost uninhabitable, however, also make it a very important strategic location, because many of them are of great use in heavy industry. We ship countless tons of them every year to fuel the Imperium's ever-growing war machine. And as is our duty as Guardsmen, we defend this planet against the Emperor's foes, to the death if need be, for in spite of our remote locations, we have not escaped notice.
A dark star fell to earth last night. The scouts sent to investigate reported a Tyranid incursion. It has not yet been even 24 hours since they landed, but already their vile living architecture spreads like a disease across the surface of this world. We are doing our best to repel them, but they are too many already for us to hope to defeat them. Out task now is to prevent the infection from spreading too far. Seven long days from now, an Imperial dreadnought will arrive and reduce this planet's surface to glass. May the Emperor keep us safe until then.
Another object has fallen from space. We thought it was another Tyranid vessel, and for a while we nearly lost all hope. If it is Tyranid in origin, however, it's unlike anything that's been seen before. Where it fell, a structure has appeared. But rather than a corruption, a sore, a blemish on the skin of the world, it seems to have grown from the rock itself. It looks almost natural. The others are wary. I myself have no small number of misgivings about it. But I think there is a chance that was may yet survive this. Somehow, I still feel hope. It just looked... so right there. I think it may turn out not to be harmful.
I've been assigned to lead a party into the structure.
Something unbelievable has happened.
When we returned, the structure, like its Tyranid counterpart, had grown in size. There was a battle going on. Men in armor that, like their edifice, looked like it had been carved — no, grown from the rock, had emerged from the strange construction and were doing battle with the Tyranids. They must have been some kind of Psykers — the air around them was full of dazzling lights, and the light smote the Tyranid filth wherever it touched. Several of them were cut down, but the rest did not falter. Their teamwork was flawless, as if they could read each other's minds. If they were indeed Psykers, they probably could. With their help, the Tyranids have been repulsed — for the time being.
There is arguing among the men. The newcomers are xenos of some kind. With my own eyes I saw one cut out of its armor by a Tyranid. The thing inside was both beautiful and terrible. I dare not describe it here. I got the sense that it was trying to reassure me. Had they not aided us in our battle? But surely it was trying to deceive me! I killed the thing where it stood. Then we ran. The fighting continued. As far as I know, the xenos are still doing battle with the Tyranids out there. And there is the cause of the discontentment among the Guard: some feel that we should continue to ally ourselves with them, others that they should be purged, along with the Tyranids. As for me? I am beginning to regret what I did. The Emperor's blessings come in many strange forms. Perhaps the strange creatures are angels, sent by the Emperor himself to aid his faithful. In any case, I do not think that it would be wise to decline any help offered us in such a desperate situation.
The Commander has gone mad. The strain of battle has finally broken him. An entire squad was killed and their bodies defiled by the Tyranids in front of him. He has sworn to wipe every last living thing off the face of this planet. He is sending us all to attack the main Tyranid hive. Every last man. The Emperor preserve us all.
i am still alive somehow. tyranids surrounded all of us within minutes. commander died threatening a tyranid elite with a laspistol, demanding they leave. jones and harrison are dead along with a dozen others but the rest of us survived. we did it with their help. the xenos angels abhumans whatever they are. a light broke their ranks. they fell in droves. the armor was no longer of earth but of crystal and the light that shone through it oh such light it was the most beautiful thing i have ever seen. they are women every last one. their leader calls herself ishi. she took off her helmet and there was not light but an ordinary woman. they are 'fairies' they say, their world is called gensokyo. we have all heard of it, they say there was a great battle there and some call what took place a great victory but others call it heresy. it is so far away i never thought i would actually ever meet any of its inhabitants. i never knew what to think about what happened there but now i know. this is no heresy they are holy warriors filled with the emperors light. i was badly hurt in the fight and the battle is far from over but i still have hope.
It's now been five days since the Tyranids landed. The fighting has been going on nonstop since the Commander died. Many of my brothers have been lost, but by the grace of the Emperor I somehow have endured. Thanks to Ishi and her sisters, we have managed to hold the line. The Tyranids assualt us constantly, their numbers without end. Even the fairies are no match for them, but somehow we have held the line. They are clearly very experienced at doing battle with the Tyranids. Like them, they seem to be able to adapt with lightning speed, their tactics and powers growing and changing just as quickly as the Tyranids'. But there are so few of them, and so many of the foul insects.
The Tyranids captured a fairy. Soon, they began to display new abilities. The fairies who have been struck by Tyranids wither and die before they can heal themselves. Ishi tells me she can hear her sisters screaming in pain inside her head. Were I in her place, I surely would have gone mad by now. But the fairies continue to fight nonetheless. They are an inspiration to us all. Surely the Emperor has blessed us.
Now the fairies have, in turn, captured a Tyranid. The foul thing is still alive in their fortress somewhere, being picked apart. The Tyranid advance has halted for now. The Tyranids are no longer regenerating from their wounds, and Ishi has not lost any more sisters. There is only one more day before the fleet arrives. If the Emperor wills it, we may still yet survive.
We did it. The realization has not quite sunk in yet, but we did it. I only have a few moments, we must evacuate the planet immediately. The fairies have left already, and the dreadnought is preparing to initiate Exterminatus. I cannot help but wonder how the Imperium will react when we tell them about the angels that fell from the heavens. We may be denounced as heretics. I care not, for my duty to the Emperor has been fulfilled, and the Tyranid filth will be purged from this place forever. I go now.
edited 16th Jan '11 8:01:53 PM by Zudak
The War Boss. AKA, The Ultimate Warboss
Species: Ork(?)
Source:Repeated mention across several Ultima Segmentum Ork intercepted transmissions. Transmissions were all directed towards a single receiver frequency, some shutting off when their sources were compromised by Imperial assault. Transmission equipment on Ceirvin Tricelli and Veii-4 Ork camps was found completely destroyed(carbon residue found nearby), Psykers accompanying Imperial task forces reported illness and mild hysteria upon entering area. Further information pending with investigation.
"He could not know it. For it was not all a joke."Proserpina and the Brotherhood of the Striking Cobra
The planet Proserpina is a somewhat primitive Imperial world, just a short jump out of Gensokyo, and home to a Chaos Cult which we are to eradicate. The Cult of the Striking Cobra, apparently. Proserpina is rather arid, has two moons, and a somewhat warmer star than Terra and Gensokyo. The days are a bit shorter, too. 20 hours for a full planetary rotation. The plan so far is for us to land disguised as a merchant vessel and operate out of Salvatos City's nearby spaceport, a pretty lawless place. From there we will discreetly begin looking around the hive itself for Cultist activity, both in the ruling nobility and further down in the hierarchy. Travelers from Gensokyo are often spotted here, and people have grown used to them over the last century, though extremist factions still exist some places, mostly in the farmlands and wilderness outside the capital. Currently the terrorists are quiet, it would seem. No attacks have been reported over the last week. We leave when everybody is prepared. Any other questions?"
The cult operates of a system of poorly-plotted and documented cave systems and catacombs under the main Hive of the planet, occasionally engaging in terrorist attacks. They've hatched a plan to detonate a massive shaped explosive charge under the city and use the ensuing carnage and bloodshed to summon an army of daemons. The party has to stop them before they can enact this plan.
The Danse Macabre Codex Guardsman Elmer
(Beastman's Bane, the Hunter, Elmer the Scalper).
The man known only as Elmer is a mystery to his fellow Guardsmen. All of what is known about him is that he was the sole survivor of a wild Beastman raid on his home village, and was taken in by a Ratling Guard regiment who came to see what could be salvaged. The traumatic experienced stunted his growth, and he turned into a short, stocky being. But unlike the foul-mouthed, garrulous abhumans who raised him, Elmer is a quiet man, who rarely speaks loudly and has an unnerving capacity to hold stock still for hours on end. It is this ability that allows him to blend in so well with his surroundings, be it in the deepest jungle, the grimmest of hives or the dustiest wasteland, often the last thing a beastman sees is a human silhouette seemingly melting into existence, a sharp knife at the ready.
Only truly at home behind a scope, he applies his natural skills, Ratling upbringing and Guard training to accomplish his life's goal: rid the galaxy of Beastmen, one tiny pink cloud at a time. His collection of scalps, ears, horns and other grisly trophies bear witness to his determination, some of them even coming from dead victims.
His talents and devotion to his personal crusade drew the attention of Inquisitor Darius Bickerstaff, who offered him a spot on his retinue, informing him of the existence of a new breed of Beastman originating from Gensokyo, signalled by their long lapine ears. He described them as possibly the most dangerous type of beastman, as their intellect was equal to a human's. Elmer has not yet accepted the offer, but relays information back to Bickerstaff whenever he can, occasionally scoping out locations and interrogating suspects for the Inquisitor before he makes planetfall.
Elmer's favored weapon is a longlas to which he has made many adjustments over the years. He also carries a concealed Exitus rifle, which his Ratling education drove him to claim from an unsuccessful Vindicare, using it for important targets or Beastmen. He also carries a long knife that even Catachans look upon with envy and Beastmen with fear.
His enormous hat is the closest thing linking him to normal human behavior, as he was found clutching it as a child and has kept it continously repaired ever since. The most outlandish barracks-room theories continuously circulate as to what he keeps under it, be it a cranium as smooth and radiant as a Space Marine's, the complete collected works of St. Phillipulus Longiventus the Orator, a domesticated squig, a month's supply of emergency rations or even a detailed map of the Empyrium. This is all guesswork, as the last officer who tried to remove it forcibly required three weeks in the medicae before he could eat solid foods and another three in psykotherapy for "the little red dots that follow me".
- Cold Sniper
- Boom, Headshot!
- Laser Sight (only uses them to set up ambushes or intimidate a foe into surrendering)
- Pretty Little Headshots
- Sniper Rifle
- Stealth Expert
- Famed in Story
- Knife Nut
- Names to Run Away from Really Fast
- Nice Hat
- WMG: What lies beneath it?
- The Dreaded: Among Beastmen, that is.
- The Hunter
(One that's not an overpowered bulletproof colossus?! How on earth am I going to play him convincingly?!)
Secret Identities being used during the Mission to Proserpina
- Erret Volpe— a bumblingg merchant from a backwater planet. Employed by Arcturus.
- Dina Kendel— Volpe's aide and bodyguard. Denies have any affection for him, stating that their relationship is purely business. Employed by Zee.
- Qualia Volpe— One of Erret Volpe's nieces, by way of his brother. Played by Remilia Scarlet.
- Dania Volpe— the younger of Erret Volpe's nieces. Played by Flandre Scarlet.
- Zuriel Hastus— devil-may-care Imperial noble on a pleasure cruise of sorts. Played by Drake Lycetta.
- Fenria— maid to Zuriel. Played by Sakuya Izayoi.
- Hikari Inaba— rabbit mercenary under Volpe's employ. Played by Jisen Udongein Inaba.
- Kurai Inaba— former member of the Lunar Defense Force turned mercenary in Volpe's employ. Played by Ichisen Udongein Inaba
- Tisus Corruga— techpriest from the world of Mikui, in Volpe's employ. Played by Akusigos.
- Falsteff— ex-Guardsman and secret bodyguard of Volpe. Played by
Carolinus the Green WizardCorrolianus[spelling?] - Atella— the ship's medic. Played by Sister Izumi.
- Trogg— Trogg. Played by Trogg.
edited 26th Jan '11 10:48:37 AM by SullenFrog
The Danse Macabre CodexArcturus' background
"Right then, storytime. Don't worry, this isn't as nightmarish as my more recent history, but it's nothing too pretty either. First of all, I never knew my parents, for better or for worse, and I have no idea whatsoever who they were. Now, with that detail out of the way, my earliest memories are of an orphanage on a hive world out back in Segmentum Tempestus named Tiraxus. It wasn't a bad place, all things considered. It was ran by by an order of Sisters Hospitalier, hence my disproportionately fancy name, in the mid- to low levels of the hive. There's a general rule to hive cities for those uninformed: don't go deeper if you value your life. The upper levels are reserved for the ruling nobility, and the Underhive is rife with pollution, mutation and gang warfare."
Another sip.
"Luckily, that's not where I was. The orphanage was, as is often the case with such places, overcrowded, with too many kids and not enough Sisters to go around. Still, I had food and shelter, which is more than a lot of people could ask for. They even tried to educate us in the Imperial faith and a few other basic things to an extent, even though it was nearly impossible with so many of us, but we ended up reasonably pious. So, for a few years, I managed reasonably well. But gradually..."
He taps the side of his head.
"...This came into play. The universe is a harsh place to very many people. Moreso with psykers, and as it turned out, the nine-year old scrawny kid with black hair had a lot of power packed into his brain. On the Assignment scale, used to measure psychic potential, I rate somewhere between Epsilon and Delta, with Alpha-Plus being near omnipotent, Rho as a regular human being, and Omega-Minus as a full on Blank, or Pariah, or whatever you want to call it. It manifested in very subtle ways at first: it seemed as though I was merely blessed with very good luck, or an extreme sense of intuition. Knowing what people were going to say before they had even begun opening their mouth, or always winning in guesssing games and things like that. This kept going for another year, until things became more and more noticeable. I started to be able to react much faster than any ten-year old had any right to, to the point where it couldn't simply be chalked down to excellent reflexes. Moving things things without touching them. Unknowingly, I also began to reach out psychically to the other kids. Even non-psykers tend to notice when someone is messing around with their minds, so I gradually became more and more shunned until they'd eventually had enough of the freak, and I was chased out onto the streets. The Sisters didn't notice; they were too busy, and what was one less kid to deal with anyway? So with nowhere to go, I had a very simple choice: Do what I have to do to survive, or die forgotten somewhere in the bowels of the hive. Wonderfully ironic how well that mindset fits in with that of the Inquisition, the most secretive and priveliged of the Imperial organizations: Do what you must to ensure humanity as a whole surives, or watch it burn to ashes. So, option A it was. I stole, begged or scrounged whatever I could get my hands on, in the name of mere survival. Eventually, I started to run messages for the various gangs down there, and I mostly managed to stay out of trouble, too. Again, things were looking up. It wasn't as though I was going anywhere, but I didn't have to constantly worry about just making it through the day. I was surviving, and doing a pretty good job at that."
He sighs, shaking his head, but he's still smiling.
"But you know how life is. Something always goes wrong. By some twist of fate, a confessor, Chorran, I think his name was, showed up in town, and started to rile up the crowds. Urging them to profess their sins, mutations and other things, he eventually started going on about psykers and how dangerous we are... Once he asked the crowd to point out the psykers in their midst, guess where the fingers fell...? I had been making an active effort to hide my abilities as best as I could, but suddenly, there I was, all of fourteen years old, with a frenzied mob on my heels, my survival suddenly far from guaranteed again. Life just isn't fair like that sometimes. But here's the catch: I darted into an old warehouse in an attempt to get away, though that didn't turn out as planned, as I didn't know the way out, and they followed me inside, so I was cornered very quickly. The confessor, bloody stupid as he was, decided he'd stand right in front of me and shout for a bit before blowing my head off."
Another chuckle, as though the passage of time had worn off the terror he'd felt back then.
"Very poor decision. At that point, I getting was desperate and really rather angry, so lo and behold... I'd had enough."
A small blue spark dances across his fingertips, just to emphasize the point.
"Lightning starts flying from my hands, and the Confessor is burned to crisp, protective field from his rosarius ignored. The mob flees screaming without him to drive them. Naturally, it doesn't end there. This little stunt got me the attention of the Inquisition, and a fellow from the Ordo Malleus happened to be nearby, one Herschel Vodain. And by the Emperor was he good at his job. Within two days of the previous incident, he'd tracked me down and chased me into a dead end. He wasn't a psyker, but he'd brought a blank to the party, so I wasn't really capable of doing much but break my arm at him as he slapped me around near effortlessly. So why aren't I dead, you may wonder? Well, Herschel, Throne rest his soul, out of either the kindness of his heart, or on a strange whim, the latter being far more likely, decided that I could be useful. Not as I was, of course, a terrified malnourished wreck of a teenager with no training wouldn't be a lot of good in a fight, psychic powers or no. I was sedated, brought aboard his ship, and educated on a variety of subjects for about six months. It was all highly confusing, until he told me his plan; I was to be inserted into the Schola Progenium on the planet under the cover story of being some rich idiot's son, and if I performed well enough to be marked for duty in the Inquisition, he'd take me on as acolyte and successor to his rank, if things went Just As Planned. Even to this day, I sometimes think he mostly just went to all the trouble of sparing and tutoring me for the sake of amusing himself, but that's how it came together anyway: I was given a purpose, the rest was a matter of willpower."
He drains the teacup.
"Fifteen years old, with a team of stormtroopers secretly placed in a location nearby the Progenium facilities, ready to move in and execute me at all times in case I attempted to use my powers without authorization, I begun my not-so-simple task. Very driven, and with a good dose of talent, if I do say so myself, I managed to gain the recognition necessary over the years. It was quite repetitive, and it was difficult, but the end result is obvious enough. I made friends along the way, including Zee over there, and Thomas and Isaac. I made enemies too, deceased enemies now, mind you. And upon graduating, I got a shot of juvenat serum, and was picked up by Herschel with little other fanfare than the words 'Welcome to the Inquisition'. It took a lot of explaining, but he took on Zee as an Acolyte as well."
The Danse Macabre CodexFox Eyes, as written by Lemurian
Chapter One: see here.
Chapter Two: see here.
Chapter Three: see here.
Chapter Four: see here.
Chapter Five: see here.
Chapter Six: see here.
Chapter Seven: see here.
Chapter Eight: see here.
Chapter Nine: see here.
Epilogue: see here.
Rolling Updates are in effect
edited 6th Jul '11 12:28:53 PM by SullenFrog
The Danse Macabre CodexSo what exactly is this RP about? The Imperium Of Man Comes To Gensokyo is Exactly What It Says on the Tin, but the description in the first post is rather dense.
EDIT: So this is the setting 150 years later? Never mind.
edited 22nd Feb '11 3:03:56 PM by SantosLHalper
The profile of the spellcard-smuggling crime boss set to appear.
Name: Ashkander Sang
Description: Ashkander is a fairly small, thin man with short black hair who constantly wears glasses. He appears middle-aged, but this is an effect of juvenat treatment. He wears a pristine, tailor-made whitesuit and tie. He carries a spellcard holder on his belt and has several other small weapons dotted about his person at all times.
Personality: Ashkander likes to maintain an air of refinement and sophistication, something he pulls off very well. Unfortunately, he cares about very little other than the people who work for him and his profit margin. He responds to problems in a cold, calculated manner. He is a highly logical man. He seems to have a bizarre interest in Gensokyo and everything related to it (he himself claims his grandmother was a Youkai, but this has never been verified).
Backstory: Mr. Sang is one of the most dangerous people in this area of space who are not part of the Inquisition or already turned to Chaos. He runs an inter-planetary crime ring specialising in everything from assassinations to sabotage to large-scale fraud and extortion. His empire's main focus (or at least the one which has attracted the most attention) is smuggling anything to anywhere: stolen goods, illegal refugees, weapons, bootlegged spellcards, and xeno tech. However, no-one has yet been able to take him down for his crimes; mainly because those who do tend to find a bullet lodged in the back of their head the moment they set foot on the same planet as him. He does have standards, however: he refuses to have anything to do with Chaos artefacts or anything related to daemons or the warp. This comes from a deep-seated fear of Chaos stemming from a daemon attack when he was much younger.
"One thing, though- apparently the eldest goat is the bastard child of Muhammad Ali and the Hulk." ~ Exelixi, on The Three Billy Goats Gruff.and his bodyguard
Name: Kishiko Iseikiri
Race: Mizuchi
Description: Kishiko is a tall, toned woman. The word Amazon comes to mind when looking at her. Thats not to say that she is nothing, but muscles. She has tone indeed, but she also has feminine curves in the right places. Her skin is a dark tan color and her hair is wavy, light blue, and goes down to her shoulders. Her eyes are a piercing ice blue with slits instead of normal pupils. Instead of ears she has light blue fins at about the same size. She has a long reptilian tail coming out of her back that has a couple of fins on the side of that as well. She wears a dark blue Gi with a purple belt tied around her waist. Most of the time she is bare foot.
Personality: Kishiko tends to be very laid back and calm about most things. She can take things in stride and still smile when she wants to. She can be serious when she needs to though, which tends to be most of the time when you are a bodyguard for someone that a lot of people want dead. When talking to people Kishiko can be a bit too brutally honest and insult someone without meaning to. She has a bit of trouble accepting her own faults so she doesn't usually apologize.
Backstory: A long time ago in Gensokyo's past, Kishiko used to be active around others. She would spar with oni, (usually losing) hanging out with kappa, or just wandering about. It wasn't until a few decades before the Imperium found Gensokyo that she went to sleep. She slept for a long time at the bottom of the Misty Lake for reasons unknown. It was not until the surface of the lake was completely frozen over that she awoke. She found the land to be completely changed and was amazed. Some of the changes she found fascinating. Some of the others she did not. When she heard of other worlds her curiosity began to grow, wishing to test herself against the enemies of man. That was when she was approached by a man known as Ashkander Sang. He offered to let her accompany him as he traveled the galaxy for his job, so long as she protected him from would-be assailants. That seemed like a pretty sweet deal to her so the Mizuchi accepted.
edited 23rd Feb '11 6:00:07 PM by Oni-Lord
Inquisitor for the Conclave.
- Name: Amica Bael
- Gender: Female
- Affiliation: Imperial Inquisitor, Ordo Sicarius (and Vanus Assassin), amalathianist and slightly xenos hybris.
- Description: Medium high and skinny, with short black hair and deep blue eyes. Despite her un-Inquisitorial stature, she moves with the quiet grace of a trained assassin. She cares little for uniform unless she has to appear as an Inquisitor, preferring simple work clothes that don't get in the way. When she is to act as an Inquisitor, she wears her cloak marked with the seal of the Ordo Sicarius over simple and not very ornate black clothing.
She is never seen without her advanced multi-tools or her heavily customized dataslate. She consider those the real tools in her work, and her skills with mechanics and technology are amazing. Due to her training, she is also an excellent spy, infiltrator and saboteur, and she does not hesitate to use a hands-on approach with her retinue acting mostly as a support team. Her retinue include several technicians, three (known) assassins and no less than two body doubles. Some have questioned her methods, but she has done excellent work in the years since she was promoted.
- Equipment: The only weapons she carry are her Archeotech Laspistol and her standard-issue army knife.
- Background: Amica was born into a large family of eight siblings as the third and youngest daughter, growing up without a mother or father. When she was very young, she was taken into the Vanus Temple and taught to be a Vanus Assassin. When she had finished her training, she was quickly taken in by an elderly Sicarius Inquisitor named Callidon, spending twenty years in his service, becoming an accomplished Assassin and Acolyte. When he was getting old, he told her the truth. He was the one who had made the arrangements for her to go in the Temple...for he was her grandfather on her mother's side. It turned out he had hidden relatives of both of them around in the different Temples and Organizations, all working as his agents (assassins, Inquisitor-assassins, teachers, clerics and clerks) and supplying vital information to the Ordo in secret.
When he died, she "inherited" his position and agent network and is continuing his work. Using her skill, she has been carefully concealing her grandfather's actions, destroying certain records and making others swear to extreme secrecy. Her grandfather had done a wonderful job keeping a lot of it secret, leaving few traces of his involvement in placing his agents, and she's keeping it up. Of course, the Inquisition knows that he had helped a couple of relatives get good jobs, but not how many. And no one knows that she is really his granddaughter.
- Other: Her ship is the Lightspeed, a fast cruiser with a surprising array of various weapons and an easily disguised exterior.
- Name: Nogai Rachmiel
- Gender: Male
- Affiliation: Death Strike Marine, member of Inquisitor Amica Bael's retinue.
- Description: With his great armoured frame and calm personality, Nogai is a greatly valued asset to the team. His blue and yellow power armour is always a comforting sign, and he shows little of the bravado or arrogance that Space Marines usually seem to be equipped with. He is an old veteran of many battles, and although his body shows few signs of age, his experience is always relevant.
- Equipment: Nogai's primary weapon is a Relic Blade in the shape of a glaive, which he wields with terrifying skill. He also usually carries a storm bolter. For certain situations he has a fearsome aim with his Lascannon.
- Background: Nogai's history stretches far back and no one really knows how old he is. What they do know is that he used to be a captain of a Death Strike company, but that he decided to follow Inquisitor Callidon after the Inquisitor saved his life. He would get to repay that favour several times in the following years, and the two of them were well known for their teamwork. After Inquisitor Callidon's death, Amica asked all of the members in the old retinue whether they wanted to stay or not. Nogai was the only one in the old retinue to accept a position in Amica's retinue, and she greatly appreciates having the solid giant's to rely on when it came to direct combat. The two of them has always gotten very well along, and their relationship can sometimes look like the one between an uncle and his favourite niece despite her being the superior officer.
- Other: None.
edited 15th Apr '11 4:44:19 PM by Lemurian
Join us in our quest to play all RPG video games! Moving on to disc 2 of Grandia!Another one for the Inquisitors.
Name: Ontreya Silva
Gender: Female
Affiliation: Blank, Imperial Inquisitor, Ordo Hereticus, Xanthism.
Description: A very imposing figure, even thugh she isn't larger than any other human normally would. Ontreya stands at 5'8" and can be pretty light when not wearing armor or any equipment. Most of her body is conceaed underneith a large cloak that goes down to her ankles. The collar of the cloack hides the lower half of her face. Her hair is long, a crimson red, and tied back in a pony tail that goes under her cloack as well. Her eyes are a piercing amber. On top of her head she wear a large-brimmed black hat with the bones of a daemon wing stuck in it like a feather. Under the cloak she tends to wear light armor that is meant to protect as well as allow for swift and fluid movement.
Equipment: A very adept user of concealed weaponry, most of her equipment is palced under her cloak. She posses a Power Sword, several types of grenades, and multiple plasma pistols.
Background: Born on an imperial Hive World, Ontreya did not have much of a family to be raised by. The only one aroudn was her Mother, who avoided the little girl like the plague. The young girl had to learn to steal and fight to defend herself from the mistrusting people. When she was older she managed to defend herself from a scared and irrational guardsman who happened to be a member of an Inquisitorial party. The Inquisitor took a shine to her after that, seeing the use in having a Blank fighting daemons. He managed to get her to join his crew as an Acolyte and took her from her home, which she has never returned to since. After that day, that Inquisitor had many of successes then before, being falsly attributed with all of the praise. He gained more respect and noteriety while Ontreya was used as nothing more then a tool. On one mission though the Inquisitor's pride got the better of him and lead to his untimely death. With him gone, someone needed to take his place. That was when Ontrya stepped up, unopposed due to the fear she generated in her opponents. They had no choice, but to make her Inquisitor, despite their best efforts to find her flaws. Now finally in charge of her own destiny, Ontreya has remained an egnimatic member of the Ordo Hereticus, rarely if ever contacting anyone. She was able to do her job wonderfully though, putting much hesitation behind any attempts at striping her of her rank.
A description of the planet of Peya Matsha, to be used in a forthcoming mission for Darius' team:
The world of Peya Matsha is remarkable for the dichotomy of it's environment. The Planet's axis is heavily tilted, causing massive and erratic changed in the climate. Only the equator was stable enough to be fully colonised, meaning the planet's surface is girdled by a belt of temples, hives, and manufactorums around the equator. The rest, however, is a covered by spans of barren deserts and strange deciduous jungles, filled with deadly and dangerous flora and fauna. The hives are barricaded away from the outside by massive walls and fortifications to stop predators roaming into the cities (although some do slip in; every Peyan mechanic or factory-worker knows at least one second-hand story about someone who was dragged into the dark passages of the underhive and mauled by feral creatures.
The Peyan belief system is similarly idiosyncratic. In addition to the Emperor, they venerate six Atan-Lianshi (Arch-Saints) who they believe will hasten their prayers to the Emperor's ears. The Atan-Lianshi consist of Sakun Bhat (The Man With the Bloody Sword; patron of soldiers), Langkolo (The Man with Iron Hands; patron of those who work with machines), Masut Yatsu (The Dancing Woman; patron of women, children and the arts), Jenan Pelvatah (the Yellow-Robed Scholar; patron of learning and the sciences), Hsutsu Mawak (The Sower of Grain; patron of all who directly work with or need resources) and finally Sakun Qar (The Man in the Stone Mask; patron of the labourers and all those in need). The Man With Iron Hands is roughly equatble with the Omnissiah, but the others are native solely to Peya Matsha.
The planet was, for the most part, generally content. It is far from the frontlines, and is well-stocked with supplies. However, the recent appointment of new governor Tikaal Bhotula has caused a major stir among the workers and the underclass of Peya Matsha. Bhotula has made everyone's lives more difficult; he has slashed wages, cut funding to many areas, and worked the labourers to the bone. Recently, the discontented workers have begun to spread rumours that Bhotula's days are numbered; that The Man In The Stone Mask has returned, and will soon tear down the Governor's corruption and restore Peya Matsha to a golden age.
Obviously, the Governor is worried that the rumours may have substance, and even if not, he fears a rebellion. In response, Lord Inquisitor Bickerstaff and his team are called in to investigate whether there is any truth behind the stories of The Mna In The Stone Mask.
"One thing, though- apparently the eldest goat is the bastard child of Muhammad Ali and the Hulk." ~ Exelixi, on The Three Billy Goats Gruff.Inquisitor for the Conclave
Name: Ivantai Aeromance
AKA: The Ender of Chegara II
Gender: Male
Chronological Age: 251 years
Physical Age: 51 years
Occupation: Xanthite Inquisitor, Ordo Malleus
Homeworld: Nireyu V, Feudal World, Ultima Segmentum
Race: Human
Weapons: -"Gehenna" Daemon Khatar: A very ornate punch dagger whose blade is made of electrum, about 2 feet long and shaped in a flamberge pattern. The Daemon sealed inside is a Herald of Tzeentch whom Ivantai had defeated and bound to the Khatar himself. Because of the sealed daemon's nature, Gehenna is a powerful conduit of warp energy which Ivantai can focus his psychic powers through and can be similarly used as a force weapon, the bound daemon also makes the weapon light enough for Ivantai to deflect incoming ranged attacks.
Physical Description: Ivantai stands at exactly 6 feet, he possesses a slight build, and weighs approximatly 130lbs. The Inquisitor is fair skinned and his clean-shaven face looks years beyond it's time, his eyes are a near unnatural green and his dark brown hair is worn in a wild shoulder-length style. Ivantai wears a sky-blue robe with white wind designs all over it and dominated by a gold inquisitorial I in the chest region, under this he wears a gray shirt and pants, both made of mesh armor, as well as black leather boots.
Abilities and Skills: Ivantai is a powerful psyker, ranking as a beta-class on the Assignment scale. His psychic powers focus mostly on Telekinesis, with alittle bit of talent in Demonology. He is also a skilled hand-to-hand fighter, supplimenting his skills with his psychic powers and his Daemon Weapon. He is not too strong on his own, but he can mimic great strength with his Telekinesis, thus if his psychic powers are nullified, then he is at a disadvantage.
Personality: Ivantai is not as level-headed as he used to be, but he is not truly insane either. Ivantai has a very playful demeanor most of the time, seeming very careless and naive, but this is just an act, when he decides its time to stop playing around or asked to drop the act, he will become serious and brutally honest, almost seeming like a completely different person. Like all Xanthites, Ivantai believes that Chaos can be turned against itself and would rather study a Chaos-tainted artifact to see if it could work for humanity rather than destroy it right off the bat.
edited 14th Apr '11 2:17:43 PM by Ahukael
Inquisitor for the Conclave
Inquisitor Ormuhzd Hrima
A curious fellow and member of the Inquisition’s witch-hunting Ordo Hereticus, Inquisitor Hrima has at times been believed to adhere to the Ocularian and Polypsykana philosophies, but as he is a secretive chap that operates largely independently, no one has ever been able to confirm his leanings, be they radical or puritanical, with any certainty. The Inquisitor is a wild card, a drifter that goes where the Warp takes him and leaves at his own whim; he would likely been stripped of his rank and authority long ago, were it not for the fact that he consistently gets results.
Inquisitor Hrima is a man of average height and build and often dresses in soft robes with a deep cowl, keeping both his visage and credentials out of sight. Those who have gotten a glimpse of his face report that he has a thick, well-trimmed beard, and a single augmetic eye that glows with an eerie red light. He is armed with an ornate force staff and a masterwork bolt pistol, and where he goes his cybernetically-augmented raven familiar is never far behind.
The Danse Macabre Codex- Julian Cross: A puritanical Inquisitor sent to Gensokyo to investigate claims of chaos cult activity. While certainly a puritan, he definitely does not reach Darius Bickerstaff levels. In fact, he's a rather polite and sympathetic individual. He often struggles with himself over whether the atrocities he commits as an Inquisitor are truly what is best for the Imperium and really what the Emperor wants. He serves as Benjamin's mentor after Benjamin becomes a Culexus assassin. Was once a friend of Lukas, but they had a falling out over their philosophies on their line of work. Desparately wants Lukas to be found so that he can apologize.
*Additional background: He comes from a long line of wealthy and Puritanical Inquisitors. His mother Racheal appointed him as her own acoylte and taught him the tricks of the Inquisitorial trade. She also payed his way into the Shola progenium where he became friends with Lukas and Helena. But as time went on and the harshness of war took its toll upon them, Lukas and Julian's friendship grew more and more strained due to their opposing ideaoligies. Eventually, Lukas parted ways with Julian and headed for Gensokyo. Julian quickly realized what a mistake he made in driving his friend away and sought him out to try and see if he could repair their friendship. But by the time he finally went to gensokyo to find him, Julian learned he had vanished shortly before his arrival. This fact has been a source of silent grief for Julian ever since.
- Weapons: Power sword, Inferno pistols
x2, and a Combi Bolter-stake crossbow
. Unlike Lukas, Julian relies more on ranged combat than melee. His aim with his pistols is extraordinary, but his skills with his sword leave much to be desired.
- Age: Mid-to-late 40's
- Physical appearance:
- Neck-length black hair
- Somewhat handsome mid-40's face, clean shaven.
- Black eyes
- Average male build, 5 feet 9 inches
- Yellowish robes with grey trim.
- Red shirt and black pants, both with mesh armor.
- Dark brown belt holding holsters for pistols and various gadgets.
- Bionic Left leg he recieved after a nasty battle with a Khornate cult leader known as the crimson prince.
- Helen Angeleus: Ordo Xenos Inquisitor Lady. An older friend of Lukas and Commanding officer in charge of Team Archaeon. Usually in an emotional state that looks as if she just woke up from a deep sleep. Somewhere between Radical and Puritan, the amount of orthodoxy used in her missions depends on her mood. And being rather fickle, she changes her mind more often than she changes her own clothes. Often acts as the no-nonsense police chief to team Archaeon's Bickering Cowboy buddy cop shenanigans, * a position that she copes with through liberal usage of Cigarettes.
After Lukas went missing, she volunteered to be the one to search for him, as she has had the most experience with dealing with the Kabal of the Blackened Skeleton out of any Xeno Inquisitor in the sector. Was once rumored to have slept with Lukas, a rumor that she strongly denies.
- Weapons: Master-crafted Melta pistol, Master-crafted Bolt pistol, and one Glaive-pattern Relic blade.
- Physical Appearance:
- Average female build, 5 feet 8 inches
- Almost early 30's face framed by grey hair. (Slightly older than Lukas and Julian, but uses Juvenat to keep her youth.)
- One naturally green right eye, the left being a bionic replacement with a rotating lens, almost like a telescope. It's three settings are normal (with a greenish tint), thremal vision, and Night vision.
- Brick red Jacket over a dark yellow mesh shirt/blouse with green trim and dark blue mesh pants.
edited 15th Apr '11 8:10:46 PM by takashi.0
A Culexus Assassin in Inquisitor Cross' retinue.
Name: Ravia (she was given the name when she entered the Temple)
Affiliation: Inquisitor Cross' Retinue
Description: A short and slender girl with few notable features save for her hair and eyes. Her pale blonde hair is so pale that it borders on white and her eyes are so dark to be almost black. She usually wears the Culexus Armour, so as to excuse her presence.
Equipment: Because of her bad aim, Ravia usually relies on venomous knives and grenades. She prefers sneaking suits and cloaking technology, using that and her aura to avoid fighting entirely.
Backstory: Ravia grew up in a Hive World with such a powerful Blank presence that she was abandoned by her parents only days after she was born. Her survival was no less than a miracle as she grew up entirely on her own in the gutters. More than anything, she wanted to belong, but everyone fled from her or tried to beat her up. She had to pick up weapons to survive, and was always on the run. She roamed all across the Hive World, unknowing of the fact that the Culexus Temple already had her eyes on her. Due to a mistake, it took a while until they finally got around to picking her up, and by then she was already thirteen years old and was trying to take her own life. She never did well in the Temple, having no real instincts for battle and a terrible mental fortitude. She would always look up to the professional Culexii and admire how they managed to live with themselves, when she herself had only found sadness and loneliness. Her Blank presence was the only thing that kept her in the system, and in the end, it looked as though she may have required putting down for security reasons. However, her instructor desperately begged Inquisitor Cross to take her onto his retinue, as he already had a professional Culexus who might be a good example while she got some real experience. Ravia is very grateful for this chance to belong somewhere.
Personality: Ravia is a very quiet and shy person, and she doesn't usually meet people's eyes. She's always very conscious of the effect she has on other people, and thus she tries to stay as far away from them as possible. However, she also has a great need for belonging somewhere, having been all alone all her life. She liked it in the Temple, although her instructors were always yelling at her for not taking her training seriously enough. She admires Benjamin and Inquisitor Cross very much. She's particularily fond of Benjamin, and spends as much time with him as she can.
Join us in our quest to play all RPG video games! Moving on to disc 2 of Grandia!Name: Adodatus Macaris
Affiliation: Adeptus Mechanicus, Inquisitor Darius' Retinue
Description: A very thin figure wearing a white robe with black trim. The upper half of his face from the middle left of his forehead to the right of his jaw has been replaced by metal casing and a cybernetic red eye. The rest of his face is quite thin and pale. His head is bald and usually covered by a hood. Coming out of his back where his spine is are three Mechandendrites, two usually stretching out over his shoulder and the third usually coming out on his left side to help him walk. His left hand is boney and pale like his organic face while his right hand is entirely mechanical, allowing for several different tools to come out of it.
Equipment: His mechanical eye allows for vision in several different kinds of light other then the visible light spectrum, infrared and UV for example. His Mechandendrites allow for hasty repairs to machines even in the thick of battle and can be used for self defense. Their extended reach and weapon options makes them into his weapon of choice over any gun. All of them poses a Flamer and a Lasgun built in. One has a Chainsword and another has a drill, leaving the last with a grabbing claw appendage. His robotic hand acts like a smaller mechandendrite for use on smaller machines, tighter spaces, and surprise defense when his normal mechandendrites are rendered useless.
Backstory: Born and raised on a forge world of Mars, Adodatus was raised on the Cult Mechanicus. He was taught from an early age that machines were the pinnacle of achievement and that the Omnissiah was the true God for them. He studied constantly and worked until he was able to join the ranks of the Tech-Priests on Mars. He started low on the scale and it would seem that he would stay there for a long time. It was not until his religious fanaticism pushed him to rush out into the radiation of the planet that he earned any recognition. He avoided mutants and raiders and managed to salvage a lost piece of machinery and bring it back to the Temple. He quickly shot up in rank to Enginseer, but at a cost. The radiation caused his body to become weak and sickly, barely allowing him to walk across a room let alone the entire temple. He went through several procedures to replace half of his body with machinery to allow him to move and work better then before. It was then that the planet known as Gensokyo started to head out into the stars. He observed the creations of the creatures known as Kappa and deemed them abominations. They were crimes against the Omnissiah and spat in the face of the Cult. When Darius came around recruiting for Tech-Priests to serve in his retinue, word had spread of his hatred for Gensokyo. That was all Adodatus needed to join forces with the Inquisitor.
Personality: Adodatus is a usually calm and collected man. Some might call him as cold as the machines that form half of his body, but he can show some concern for the well being of others in his own way. He will insist on repairing even the tiniest of damage of any of the retinue's weapons and armor. He will make sure that everyone is taking care of their equipment and pleasing the machine spirits. He can be a bit curious about Xeno technology. Sometimes he will take pieces off it, not to use but to study and create something to surpass it. He intends to show that the Omnissiah is greater then any Xeno Cult. The only time his calm demeanor falters is when it has to do with Gensokyo and their heretical technology. There is no interest in any of their mockeries, only hate.
edited 31st May '11 3:54:53 PM by Oni-Lord
I noticed that I forgot to post Akusigos' profile in here so here it is, I also elaborated on some things that I felt I had not provided enough info for...
Name: Akusigos Stenriel
AKA: NA
Gender: Male
Chronological Age: 72 years
Physical Age: 42 years
Occupation: Tech Adept
Homeworld: None, born on an Imperial Merchant Ship
Race: Cyborg-Human
Weapons:
- Twin Needle Pistols
- Akusigos uses two completely identical needle pistols as his main weapons. These weapons fire needles made of crystallized toxins that are propelled by a fairly weak invisible laser that attempts to penetrate any armor the target may be wearing to make way for the needle. The pistols are very accurate and silent but lack armor penetration. They also sport integral chainblades and handleguards which make them deadly in close combat.
- Gas Grenades
- Akusigos always carries 2-6 gas grenades with him. These could carry toxins, acid, or somtimes just smoke. The kind of gas grenades Akusigos carries are designated as Luytenaeus Pattern Mk1.
- Toxins and Chems
- In combat, Akusigos puts his skill with chemicals to deadly effect by using them in his Gas Grenades and Needle Pistols, as well as using combat drugs to enhance his own abilities via disposable chem inhalers. While Akusigos is capable of making hundreds of chemicals, he finds only a few practical on the battlefield.
- Stimm: A drug that increases the imbiber's resistance to pain and pushes the body past it's limits, but can cause damage and exhaustion if used for long periods, Akusigos' particular brand also bestows a feeling of invulnerability upon the imbiber.
- Admylladox
: Akusigos considers this drug a must-have on the battlefield and always has 2-3 inhalers of it on his person.
- Explosive Compound: An explosive substance that is normally found in a liquid state, this substance only becomes volatile it comes into contact with a certain wavelength which happens to be the same as that used by the lasers in most needle weapons, thus it is often crystallized and used as ammo for needle weapon users when more punch is required. The explosive force of a typical explosive needle is around that of a bolt shell, though the needle lacks the armor penetration that a bolt shell lends.
- Reflex: a drug often used by Akusigos that enhances his already quick reactions, but has a side effect of making him more weak to mental attack.
- Neurocide: A neurotoxin that focuses on the brain, Akusigos often uses this against psychics and enemies who need extensive concentration.
- Choke: A toxin that causes constriction in the airways of the target, Akusigos often uses it when he wants a target alive.
- Cancrian Deathmix: A highly potent and addictive mix of chemicals used mainly by the Penal Legion known as the Cancrian Deathseekers. This mix of chemicals was known to be deadly to both the user and whatever poor enemy the user came across. Once injected with this potent chem, the user becomes a ravening berserker who knows no pain, fear, and lacks any sense of self-preservation, strength and reflexes are increased and the user's only thought while under it's effects are to destroy his enemy. The drawbacks however, are many, after its duration of about 5 minutes, the user lapses into a fit of hypersensitivity to pain for about 10 minutes, where a single touch feels like being stabbed, the increased strength and reflexes also cause heavy strain on the bones and tendons, users break more than one bone while under the mix's effects. Akusigos barely ever uses this as he knows the side effects through experience and thus he only uses it as a last resort.
- In combat, Akusigos puts his skill with chemicals to deadly effect by using them in his Gas Grenades and Needle Pistols, as well as using combat drugs to enhance his own abilities via disposable chem inhalers. While Akusigos is capable of making hundreds of chemicals, he finds only a few practical on the battlefield.
Physical Description: Akusigos stands at about 6 feet and weighs in at about 180lbs. due to his augmentations, he is rather pale and has a wiry build. He has grey hair that he wears in a short-cut yet wild style, his eyes and ears have been fully replaced by a large visor and bionic ears, the visor has a black screen with a single red eye-dot that can change shape to try and mimic expressions of the eyes (such as the dot turning into a line, mimicking the eyes narrowing). Akusigos wears a crimson sleeveless flak jacket, black utilitarian pants, and brown leather boots, he will also wear the red cloak of the Adeptus Mechanicus when in public. Like most Tech-Priests, Akusigos is extensively modified with cybernetic augmentations, these include a pair of cybernetic arms that have the coloration of copper, the aforementioned visor and bionic ears, and four copper colored mechadendrites which are capable of retracting into Akusigos' back.
Abilities and Skills: Akusigos is a gifted chemical engineer, and is capable of making toxins, stimms, etc. on very short notice provided that he has the appropriate tools and materials. Akusigos is very deadly with pistols,preferably one in each hand, his bionic arms give him better recoil control and a steadier aim than what most normal men could ever hope to achieve with twin pistols. He also has a brain augmentation that boosts his reaction time above a normal human's, but nowhere near a Space Marine's. Akusigos also has a bio-scanner built into his visor, which allows him to analyze living things and also the toxins he is working on so he doesn't mess up. Akusigos also knows most of the litanies and rituals used in maintaining machines and works well in a maintenance role on most Imperial vehicles(note that this does not mean he is good at driving vehicles).
Personality: Akusigos has a very polite demeanor and tends to treat all the loyalists of the Imperium with respect, unless they do something to make him lose his respect for them. Like most Tech-Priests, he has a great interest in technology and the STCs and will try to acquire them for the Adeptus Mechanicus should the opportunity present itself. Akusigos has a quirk of rambling when he finds something fascinating but will stop if someone informs him of said rambling. Akusigos has a special hatred for the Dark Mechanicum and anyone who corrupts machinery with Chaos or Xenotech and shows a sadistic streak when dealing with these people.
edited 31st Aug '11 9:30:38 PM by Ahukael
I'm placing the collection of ramblings, ideas, and world-building (relationship to warhammer canon optional), which I have previously posted in the normal discussion thread under the title of Bad Ideas Theatre, here for posterity and the event that they might become relevant in future:
Bad Ideas Theatre
- Part I: The Hellhounds
- Space marines based off (what I consider to be) terrible Salamanders lore written by Matt Ward. Masters of psychological warfare, they have styled themselves into vicious and unforgiving monsters, enforcing the Emperor's will.
- Part II: Aristodemos, the Arms Master of Slaanesh
- A decidedly non-stereotypical Slaaneshi who delights in carnage and suffering and considers the more lewd Slaaneshi practices distasteful.
- Part III: Cabal Of The Bloody Sword
- Khornate Dark Eldar.
- Part IV: The Children of Amok
- A chapter composed entirely of highly-intelligent Mad Scientist Khorne worshippers.
- Part V: Lil' Pinkskin
- Human assassin working for the Orks.
- Part VI: Apiris Azamander, the Hammer of Tzeentch
- A time-travelling goliath of a space marine executing the will of Tzeentch.
- Part VII: The Last Dance of Ynnead
- Harlequin troupe performing the Last Dance Of Ynnead, prophecising the downfall of Chaos.
- Part VIII: Nevrekaan The Jailor
- A Necron running an ancient prison, containing thousands of terrible, powerful creatures within Tesseract Labyrinths.
edited 22nd Jul '13 3:23:07 AM by MadeOfAxes
"One thing, though- apparently the eldest goat is the bastard child of Muhammad Ali and the Hulk." ~ Exelixi, on The Three Billy Goats Gruff.Imperium of Man Comes to Gensokyo Music
Battle in the Sky [1]
Test Piece
Requested
Zoloman's Theme- Colonial 1.1
Zee's Theme- Sullen Frog
In Progress
Extra Notes
Horns and Drums- Chabal 2
Completed
Apotheosis ~ Ahriman's Master Plan
Impossible Garden - Paradise of Rot
edited 13th Oct '11 9:27:51 AM by Meta-ridley
Ashe? Really? Sad Little Try-hard.

Up for grabs, you say? I'll take her.