Action Replay
Bringing Dynamic to Entry
True Name: Garm
Used Name: Titus Solomon
Walking down the street you happen to bump into someone briefly with a stuttered curse. It felt more like walking into a wall than a person, but that is what he is. Long unkempt black hair spills down past a haggard face onto well toned shoulders wearing clothes that don't seem suitable. The fact he has a good two feet on you and far more muscle makes the elaborate string of curses die in your throat. Ice blue eyes stare out from beneath the tangled black bed head as he looks you over briefly. Just in passing, much like you're doing to him. Must be some immigrant hick from the boonies, his muttered apologies lost in the thick accent you can't quite place. More over what was his problem anyways? Bumping into someone and brushing it off as nothing. Some unremarkable hick, but by the Emperor did he give off the creeps.
Titus' personality can be split alongside his working relationships. To his superiors, he shows polite deference and obedience driven into him since birth preferring to allow them to do the talking unless asked. Towards his coworkers he fosters a boisterous, brave, and cheerful persona that survives from his training days amongst killers. Which is not exactly something a normal person is comfortable hearing about when the topics are the best ways to gut someone. Helped further by the natural unsettling presence about him leaves Titus with few friends. The man in question has no idea why. To his targets, it might as well be irrelevant to try to get to know the silent slab of muscle doing his best to end your life. Titus does not suffer the unclean gladly.
Born to the feral jungle world of Edanoi, Garm's birth was heralded by the passing of a comet that frequents the planet at sporadic intervals. Those born under it's passing are declared dead by their village and handed away at the confederation of rivers to a group whose name is not spoken to those outside of it. The natives have no word for it, for to speak of them is to invite evil spirits into one's home. There their names are taken, and they are indoctrinated from birth into the hunting and killing of the mad for the sake of the Sun God, whom all man are the children of. The few who survive the rigorous upbringing are sent out to hunt one of the mad and bring back their head. The fewer who return alive and sane are initiated and handed directly into the service of their god, given a new name as they return from death to life much as their patron.
Thus was much of Garm's early life, more than half of it spent learning to hunt. First the beasts that lurked in the dark jungles of his homeworld, then the beasts that walked upright on two legs. When the day came that he was to undertake initiation, Garm was handed a knife and a name then sent on his way. His journey took him many weeks to reach, partially due to the hazards of the world and partially to what awaited him. The Mad One he had been sent to silence had already taken several surrounding villages under his sway, into the service of the traitor gods. Made into slaves, they acted as the Mad One's eyes, ears, and hands. To close in was no easy task, and some days his progress could be measured by fields. Upon closing with his prey, the Mad One had begun a service to call upon the favor of his masters chaining the blood mad slaves into a grotesque dance of slaughter.
Using the inhuman spectacle to his advantage, Garm slipped close enough to the Mad priest that he could reach out and touch his maimed body. At once, his target's face strained and paled in confusion as clarity rushed in to wash out the frenzy overtaken his mind. The slaughter halted as villagers of all ages paused, then began to scream when the reality returned to them. Reaching out, Garm drew one arm under around the Mad One's chin, bringing his obsidian knife across his throat. With a kick forcing him to his knees, he plunged the knife into his heart and set about removing his head. It was not until the background music of the villager's laments ceased that he noticed something was amiss.
Messengers of the sky father had descended in anger at this blasphemy against his name. Wielding tounges of lightning and fire, they rapidly put to death the remaining worshippers as smoke from the empty villages rose in the distance. As the messengers turned to him, he calmly offered the severed head awaiting their judgement as he was taught. Amongst their number, he recognized one of his teachers who stayed their hands. Confused, he followed his mentor's words climbing aboard their ships as they ascended into the skies once more.
His confusion and wonder would only grow in the following years. He was taught that the mad ones were those who had received the gift of the sun god and turned their backs on him to worship the traitor gods. That as one born under a malign star it was Garm's duty to go amongst the stars hunting down those who would spit upon the Sun Emperor's holy name. From there he received instruction on how best to do so even while his world slowly disappeared from view. He was given a new name as promised, Titus Solomon, and told to go forth by this alone henceforth. The following times were good to Titus. There was no shortage of heretics to put to the sword, and wonders beyond his ken.
The comet itself is a mobile piece of chaos that occasionally blinks in and out of existence over the planet when following it's course around the system. When it passes it leaves in it's wake a great deal of psykers. Curiously enough, perhaps as a survival mechanism the planet spawns an equally large number of blanks. As such the Imperium keeps a very close eye on the planet, a hotbed of recruits and potential heresy. The inquisition maintains a presence here amongst other forces, primarily for the acquisition and training of any blanks it comes across. That is the group Garm was given over to at birth.
The chaos priest Garm killed was a devotee of Khorne and had taken over the nearby settlements in short order after Garm had set out. All to summon forth servants of his master and please him with further bloodletting. Inquisition rolled in to purge that asap writing off Garm as dead, arriving just a bit afterwards.
Maximiliion Fontaine: One of the off world educators of Titus, Max has helped polish the rougher edges when it came to Garm's interaction with technology. In turn, Titus has helped the priest of Mars deal with things such as crazed cultists swinging deadly implements in their general direction.
WS: 42
BS: 30
Strength: 44
Toughness: 42
Agility: 46
Int: 27
Perception: 36
Willpower: 22
Fellowship: 20
Wounds: 13
Fate: 1
Throne Gelt: 208
Tribal Taboo: Power Of Names
Divination: To War Is Human +3 agility
Skills: Speak Language (Low Gothic) (Int), Awareness (Per), Dodge (Ag) Navigation (Surface) (Int), Survival (Int) Tracking (Int), Acrobatics, Silent Move, Climb, Drive (Ground Vehicle), Security, Shadowing, Intimidate, Concealment, Search, Scrutiny
Talents: Melee Weapon Training (Primitive), Unremarkable, Pistol Training (Las), Basic Weapon Training (SP), Pistol Training (SP), Melee Weapon Training (Chain), Swift Attack, Lighting Strike, Heightened Senses (Sight), Blademaster, Lightning Reflexes
Starting Gear: Hunting rifle and 16 rounds, sword (mono), knife (mono), compact las pistol and 4 charge packs, 3 doses of stimm, charm (corpse hair), black bodyglove (Common Quality Clothing).
Purchases: Chainsword (275), silencer/telescopic sight (hunting rifle, 45), mono upgrdes to sword and knife (80), red dot laser sight (las pistol, 50), guard flak armor (300), street wear (10), Multi key (150), Magnoculars (55), Grapnel (30), Manacles (35)
Rank: Assassin
Earned- 3000
Remaining-
Spent: 3000
400 (Blank/Untouchable)
100 Silent Move
100 Climb
100 Heightened Senses (Sight)
100 Drive (Ground Vehicle)
100 Acrobatics
100 Security
100 Shadowing
100 Melee Weapon Training (Chain)
100 Intimidate
100 Weapon Skill +5
250 Weapon Skill +5
100 Agility +5
250 Toughness +5
200 Swift Attack
200 Lightning Strike
100 Concealment
100 Search
100 Scrutiny
200 Blademaster
100 Lightning Reflexes
Characteristics: The character’s starting Fellowship
Characteristic is reduced by 10 (if the character’s Fellowship
is 10 or less already, it is reduced to 1) but may later be
increased as normal.
Unsettling Presence: An untouchable suffers a –10 penalty
to all Interaction Skill Tests.
Psychic Blank: The character may never gain Psychic
Powers, Pure Faith, Sorcery or related Talents.
Psychic Invulnerability: An untouchable is completely
immune to Psychic Powers, psychic energy and effects
directed against them (as well as warp powers, possession,
sorcery, Corruption from warp shock, and so forth) Also,
he cannot be detected by means of Psyniscience, Sense
Presence, or similar abilities—powers of this type directed
at their person, even though successfully manifested, simply
fail. Powers in whose wider areas he is caught simply fail to
affect him—although they may affect other people normally,
subject to their disruption effect.
Psychic Disruption: All Psychic Powers and abilities
manifested in the character’s immediate area (a radius equal
to the Untouchable’s Willpower Bonus in metres) have their
Threshold increased by 10, plus any associated Test by the
psyker (such as Willpower Tests) have their Difficulty increased
by –20. Additionally, entities subject to Warp Instability will
suffer double Damage from its effects while in this area.
To be elaborated on much later
Last edited by a moderator: