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Emeric
I have this.
Age: 197
Gender: Male Orientation: Unsure Language Preference: English Species: Human. Furry Preference: No furry characters, just humans Dom/Sub role: Switch Desired RP length: Long-Term Created: 5mo, 3w, 1d ago Last updated: 11h, 52m ago Last online: 6h, 39m ago Views: 1905 Timezone: Greenwich Mean Time |
[quote]"[i]In life, war. In death, peace. In life, shame. In death, atonement.[/i]"
-Final litany of the Litany of Sacrifice, recited by Krieg Korpsmen when entering battle.[/quote] [collapse= Basic Information][i][b]Name.[/b][/i] 576-563-89791-83-Emeric. [i][b]Religious denomination.[/b][/i] Terranisian sect of the Krieg Death Cult. [i][b]Height.[/b][/i] 5'7. [i][b]Weight.[/b][/i] 153 pounds. [i][b]Gender, Species.[/b][/i] Male, Homo Sapiens. [i][b]YOB.[/b][/i] 802.M41. [i][b]Home planet.[/b][/i] Krieg.[/collapse] [collapse=Equipment.][i][b]Non-Combat equipment.[/b][/i] Please see standard issue equipment as outlined by the Imperial Infantryman's Uplifting Primer. A small brass key that he keeps on a chain about his neck, next to his I.D tags. Current currency: [3240] Thrones, earns an additional [70] every first of the month. Note: Currency has been a rough, simple calculation based off of income provided in Dark Heresy and used to figure out a rough number since the character has been in the Guard. [i][b]Weaponry.[/b][/i] [collapse=Imperial Heavy Laspistol] A laspistol does not have anywhere near the range of the lasgun, as the power of the las-bolt dissipates into the atmosphere after only a short distance. However, within its limited range, it has the same devastating result as a lasgun, producing an explosion upon contact with a target via heat induced rapid expansion of moisture in the body, or the melting of metal in non-biological entities. The laspistol lacks the lasgun's selective fire options, having only the ability to fire single shots.[/collapse] [collapse=Cavalry sabre.] Favored by many Rough Rider sergeants and officers, the cavalry sabre is heavier than most Departmento Munitorum issue power swords, with a broad blade and, consequently,a somewhat larger power field. Though less nimble than its counterparts, the heavy blade is perfectly suited for cutting down enemies while charging by on a swift mount. Those rough riders who are able to acquire a cavalry sabre often carry it as a secondary weapon, switching from their hunting lance if any enemies are left standing after the initial charge. A note on power fields. Power weapons project a disruptive energy field along the blade or head of a weapon, allowing it to slice armor or strike with explosive impact. Many of these weapons use subtle mechanisms and can appear normal until activated,whereupon crackling lightning runs across the blade. A power weapon can still be used as an ordinary weapon should its power source run dry or become damaged. Should a power weapon meet a normal weapon in a bind, it is frequent for the power weapon to destroy its rival. It has been noted that weapons that are possessed, or influenced by supernatural means have been seen to resist the power fields and allow for sword duels on equal footing.[/collapse] [collapse=Two Hunting Lances.] The lance, most commonly used by Imperial Rough Riders, is tipped with an explosive charge which blows apart on impact,shattering armor and flesh alike. While commonly used to hunt big game on their native worlds, these single-use weapons are spectacularly effective against even the most well-armored infantry—especially when wielded by a soldier mounted on a frenzied war beast. While these weapons are often effective enough in their own right, there exist several alternative heads tailored for certain targets. Inferno tips: The hunting lance inferno tip consists of a broad, blunt head, designed to impact as much surface area of the target as possible, rather than to puncture armor. When the lance impacts a target, promethium canisters affixed below the blade expel their contents in a burst of white-hot flame. Usually, inferno tips are designed to break away on impact, leaving the enemy to contend with the burning fuel canister. These are effective against unarmored and light foes, as well as heavier enemies who are not in sealed equipment. Krak tips: Consisting of a shaped charge similar to that of a krak grenade, a hunting lance krak tip explodes with even more devastating effect than the standard hunting lance charge, making its use preferable against resilient enemies such as Orks. These warheads are effective against even the most heavily armored infantry, as well as light and medium armored vehicles. Melta tip: Most enemies would not expect that their heavy vehicles would be targeted by cavalry, giving an edge to Rough Rider squads equipped with melta-tipped hunting lances. Nevertheless,making a frontal charge against enemy armor is dangerous at best, and regiments that employ melta tips have a reputation for reckless behavior and suicide missions. The method through which they which work is by sub-atomic agitation of the air. Targets on the receiving end are heated to the point of being vaporized. The effect on flesh is fearsome to say the least, while vehicles can be reduced to molten slag. Most melta weapons use highly pressurized pyrum-petrol gases with a two part injection system which forces the gases into a molecular state, which will vaporize just about anything. These are effective against all but the most heavily armored vehicles, such as super-heavy vehicles and Titans. Poison tip: Some xenos monstrosities that the Imperial Guard must face are so unnaturally resilient that even the explosive tip of a hunting lance is insufficient to incapacitate them on the charge.Against such foes, the virulent toxins of a poison tip can prove more effective. When necessary, a Magos Biologis can tailor the toxic payload to a particular creature, ensuring that even a minor flesh wound brings swift death to the abomination. These are typically best against large, bestial creatures with only chitin or thick hides to offer resistance against the poisonous lance tip.[/collapse] [collapse=Krieg Steed.] The most impressive piece of equipment issued to Death Riders are their horses. The product of extreme genetic engineering, these distant relatives of ancient Terran horses are grown in vitaegenic cloning vats beneath the surface of Krieg and under the watchful eye of the Adeptus Mechanicus Magos Biologis, who individually number brand them. Nearly hairless, with a longer neck and broader shoulders and girth, these horses' superior strength and splayed feet allow them to power through thick mud and leap trenchlines easily, while numerous additional organs including osmotic lungs allow them to survive unscathed on even the most toxic battlefield. Sub-dermal organic armoring and a fully-integrated drug injection system with combat stimulants and palliatives not only makes Krieg horses fearless in battle but far more aggressive than normal and virtually impossible to put down short of massive bodily trauma. However the horse's unstable body chemistry must be constantly monitored by the Death Rider and counterbalanced with additional chemicals.[/collapse] One mono-edged e-tool. Four, standard issue No. 38 frag grenade. One No. 13 blind grenade. One No. 26 krak grenade. [i][b]Armor.[/b][/i] Several layers of chemically impregnated flak cloth rated for CRBN exposure, as well as a system of liquid filled tubing kept close to the body for retaining or bleeding off heat under the thick equipment. Carapace plating layered between the flak cloth provides superior protection to standard Guard flak armor. The presence of a thin plasteel breastplate with chromium lining denotes Death Rider rank, but provides little additional protection against anything but pistol rounds.[/collapse] [collapse=Affiliations.][b][i]Affiliation and rank.[/i][/b] Death Rider, 15th Siege Regiment, 1st Line Korps, 88th Siege Army. Death Korps of Krieg, Imperium of Man. Liaison to the Crimson Agenda. 'Stromtrooper' of the Ordo Sepulturum.[/collapse] [collapse=History of the Man.] [collapse=Birth and life on Krieg.] In 815.M41, the individual given the number 576-563-89791-83 was born through the Vitae-womb process in a bunker named after the once-capital of the Loyalist forces on Krieg, Ferrograd. From birth until his induction into the mandatory Death Korps training, the individual had done nothing of note. This continued well through his years among the irradiated wasteland Krieg had become. Though the training, well-known for being exceedingly brutal, managed to thin the numbers of his birth batch out, he was one among millions to survive to be placed in the Korps. Inducted into the 15th Siege Regiment of the 1st Line Korps of the 88th Siege Army, the fresh Trooper would be given the name 'Emeric' from a long list of loyalist forces who had died during the five hundred year long civil war that destroyed the planet. [/collapse] [collapse=First Deployment.] Following the secession of Vraks Prime from Imperial control, the 88th Siege Army was founded from the Death Korps of Krieg to retake the armory world. In 813, the first Imperial landers began to settle upon the soil of Vraks, marking the beginning of what would be an eighteen year long siege. Arriving upon the planet at the tender age of fourteen, the Korpsman was lucky to be one of the last arriving Regiments before all future support was cut. Though the war lasted eighteen years, the boy only partook in the last four. Though those years saw the Imperium break several deadlocks, the arrival of Traitor Astartes and Daemon Forces saw horrors and slaughter few worlds would pay witness to. During the final push on Vraks Citadel, the Korpsman was an occupant for one of the final Gorgons to be deployed in the push. Casualties were heavy among the Krieg, deployed into the 'murder slopes' engineered by the Traitor forces, 'Emeric' managed to survive the seven day long battle that erupted at the foot of the gates. During this time, it was noted that the man was responsible for the death of at least one member of 'The Purge' through the usage of an autocannon whose crew had been slain. Though the ravine, and the base soil around the walls of the Citadel changed hands several times, the Korpsman managed to survive the battles each time. This continued line of survival continued well into the push into the city itself, when Astartes aide saw the Korps finally push past the walls. Though this saw the Korpsman exposed to horrors summoned forth by Chaos-aligned Astartes, Loyalist forces refused to yield. Eventually, the Citadel was won by a force of silver-clad Astartes banishing a Daemon Prince summoned to act as a rearguard for retreating Traitor forces. The man was recovered, settled in behind a heavy bolter, with his lower back shattered by a misguided loyalist earthshaker shell. His survival of the action, and the associated recovery time following surgery and replacement of bone structures saw the Korpsman promoted to Grenadier.[/collapse] [collapse=Salvation and the Holy Ordos.] As the men of the 88th Siege Army had seen horrors that should remain unknown to most of humanity, as well as some of the Ordo Malleus' most coveted secret, their Chamber militant, most survivors were put to the sword. Many Guardsman took blade and boltshell willingly, their Death Cult beliefs driving them to willingly offer themselves to their superiors. Not all remaining Regiments were slain, however. Many were picked up by various Ordos or Inquisitors who found themselves favoring the temperment, behavior, skill or experience of the Death Korps. The remains of the 15th (Now at 1/3rd capacity) and the 18th (At half) were at least two Regiments picked up by the newly founded Ordo Sepulturum, who found themselves favoring the Korps for their experience dealing with undead horrors released by Traitor forces, their capabilities to operate in hostile environments, and their willingness to go to great lengths to see their orders done. Emeric, recovered from his shattered spine, was among the 15th Siege Regiment, and was lucky enough to escape the sacrifice of his fellow Kriegers.[/collapse] [collapse=Work in the name of the Holy Ordos.] W.I.P. [/collapse][/collapse] 1/13/2016: Welp. Reached one thousand views. Not sure what stars aligned to allow this to happen. [img=129570]DeathRider[/img]
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General detailsAge: 197Apparent Age: Mid 20's. Body type: Human Build: Thin Eye color: Blue-grey. Fur/scale/skin color: Pale white skin. Gender: Male Hair: Dirty blonde. Height/Length: 5'7. Location: Current deployment is in Dark City. Master/Mistress/Owner: Imperial Guard. Occupation: Death Rider. Orientation: Unsure Partner/Mate/Lover: You mean someone would want to hook up with a Krieger? Personality: Not very much. Relationship: Single Species: Human. Weight: 153 lbs. Contact details/SitesSkype: I have this.RPing preferencesDesired post length: Semi-Paragraph: 4-7 sentences.Desired RP length: Long-Term Desired RP method: F-Chat Furry preference: No furry characters, just humans Grammar competence: Somewhat fluent Grammar competence required: Somewhat fluent Language preference: English Post Perspective: Third Person Sexual detailsBall size: NormalCock color: Flesh Cock diameter (inches): 1.75 Cock length (inches): 7.5 Cock shape: Human Cumshot size: Realistic / Normal Dom/Sub Role: Switch Position: Switch Pubic hair: Trimmed Groups joinedImagesGuestbook |