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Blayde, The Gatekeeper – Alan Brilly +++Thought for the day+++ |
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Blayde originally came from the world of Peraxxia VII, a world who's contribution to the imperial guard tithes was in the form of the death's head, highly trained warriors who specialised in close quarters combat, specialising in the use of combat shotguns, pistols and combat weapons. Rumour has it that the death's head were created in an effort to assassinate an inquisitor that was operating on the planet. The officio assassinorum sent a Vanus assassin to eliminate the inquisitor in early M32, the assassin arrived on the planet and, after massacring the inquisitors honour guard, attempted to assassinate the inquisitor himself. The inquisitor held the Vanus assassin in his psychic grasp long enough for re-enforcement to arrive and subdue the assassin.
When the assassin came to, it was held in a force field and held as such for 20 years. After constant psychic bombardment by Primaris psykers, its spirit was eventually broken. It toll the inquisitor that it had been assigned to assassinate him by direct order of the high lords of terra, on recommendation of the high lord solar, who became concerned with the inquisitors meddling with the force of chaos. Thus it was decided that the inquisitor would spare the assassin in return for the assassin's help in training the planet's standing army, what would eventually become the inquisitors private army in order to show that his efforts were not in vain.
Thus the deaths head were born. The inquisitor made many pacts with daemons and dark gods in exchange for long life and enormous powers. 6000 years later, things had changed dramatically. Having foiled several other assassination attempts, the inquisitor had under his control 10,000,000 soldiers, all trained to the standards of the officio assassinorum. This force had the potential to rip the heart out of the Imperium and to carve him a personal empire.
The assassin was long dead, his soul sacrificed to the god Malal. Already, the armies dispatched by the planet to the guard were putting schemes in motion to weaken The Imperium from within. It was then the Tarellian Empire struck at The Imperium. Peraxxia VII was on the galactic front line and the inquisitors force was drawn into the conflict. At first the Death's head were successful and they made a large incursion into Tarellian space. The Tarellian, seeing this, launched an attack at Peraxxia VII itself, virus bombing the world from orbit, so that the only life forms it would support were single cell bacterium. The Death's head, now cut off in Tarellian space, were at the mercy of the numerically superior foe. The fleet was ground down, until there was one ship left of the once mighty force raised by the inquisitor. The fleet had been heading back for imperial space, only to find that the relative safety of the galactic front line was no longer there, the Imperium deciding that its forces were needed more urgently to combat Waaaaagh Krachrak in the Segmentum Ultima.
The ship made the jump to the warp, followed by three Tarellian ships. The ships teleported their dog soldiers onto the Death's head ship. What followed was a bloody conflict, which saw whole sections of the ship blown off in an attempt to stop the Tarellian advance and the massacre of the death's head. The inquisitor, sensing his defeat was near, threw himself through an airlock into the warp. His soul was ripped apart by the daemons he had made the pacts with. Finally, there was a handful of death's head left. Blayde was a promising young corporal, one of the last survivors.
Seeing the carnage, he boarded a life buoy and entered the warp in order to find help. His buoy had an in built stasis field, freezing him until he could be awakened by help. As he floated though the warp, the onboard computers attempted to find a break though to real space. Whilst this was happening, a daemon named Azal felt the strong soul of Blayde in the warp. Grasping the stasis pod in his psychic grip, he became incarnate on the distant planet of Fenris, where a secretive primitive cult worshiped the daemon. He ordered them to perform a rite that would bind his soul to that of Blayde, in effect, giving him a permanent physical form until he could find another.
This rite was performed by the cult, lasting 6 months, however, 4 months into this, the space wolves found the cult and descended upon them, killing them all, leaving the alignment half complete. This interrupted ceremony left Azal as Blayde's twinner, his psychic counterpart, as they were now joined mentally. This has the effect of allowing Azal to manifest himself in his daemon form for a short time, channelling himself through Blayde's psyche. At other times, Azal could be present in the form of Blayde's sword, manifesting himself to a lesser degree. Blayde would also suffer none of the other degrading effects of daemonic possession, such as body degradation and insanity.
2000 years later, the stasis pod was found floating in real space by inquisitor Carter. On loading it aboard, he opened it and Blayde emerged from it. Carter's daemon host, Tak, sensed Azal's presence and advised Carter to destroy Blayde. Carter, however, decided to let Blayde live, recognising the potential of this warrior. To this end, Carter offered Blayde two choices; either die or join him and perhaps gain revenge on the Tarellian who had destroyed his world.
Since then, Blayde has served Carter faithfully, Azal manifesting himself at great times of need, recognising that the inquisitor could kill Blayde at any time with the help of his daemon host and destroy his link. However, Azal has put other cults that worship him into the process of finding him another host body so that he can leave the body of Blayde and seek a permanent physical form, not just temporary manifestation through his twinner.
Stats:
Blayde:
WS 78
BS 73
S 63
T 62
I 82
Wp 90
Sg 80
Nv 50
Ld 60
Equipment: Power Katana (power sword, double handed, parry penalty is -5%, reach 4, counts as having daemonic ability warpflame, made of silver)
Automatic combat shotgun with 10 executioner rounds and 5 hellfire rounds as well as a truckload of normal rounds, bolt pistol.
Flack armour on all locations except head (That's a big leather jacket), bionic right eye with laser sight and motion predictor.
Skills: Acrobatic, deadeye shot, dodge, first strike, lightning reflexes, nerves of steel. Twinner (character takes a Wp test on a D100 every turn, if failed, daemon manifests itself for D10 turns, taking character out of action)
Psychic powers: ( all psychic powers are +10 difficulty to cast and cannot be modified by concentration) psychic impel, fireball, Vortex of chaos (Counts as difficulty 40)
Azal:
WS 110
BS 0
S 100
T 100
I 110
Wp 23
Sg 120
Nv 120
Ld 120
Skills: spit acid, terrifying, impervious, furious assault, acrobatic.
Equipment: Attacks with claws count as having breathe, death lust, enfeeble, entrance, fiery blast, gnawing,
Psychic powers: psychic impel, fireball, Vortex of chaos (Counts as difficulty 10)