Excellent, been looking forward to writing the first actual combat post for Jerod. And I think I'll be having Niya catch up about the same time the Khan and her Champion do, completely independent of her of course.
Oh, BTW. Light for the most part will be comedic relief. Don't take that as she is weak though, as if you make her really mad, she'll show you "A Bad Time". Think Sans, but even more murder-y. xD And unlike him, she wont get tired.
But yeah, shes made for autohit slapstick guys, so go for it.
Does that include a sweet soundtrack to the bad time? That might make it obligatory then.
And last time I played SkullGirls, was learning to play Big Band. Good times, there, good times.
Personality: Gregor is a pragmatic man, not concerned with niceties or due process in favor of doing what is necessary for the good of the city. His morality is fairly questionable, willing to overlook a lot in the name of the greater good for folks, whatever that might be defined as. While not outright corrupt, he is flexible, and can often overlook a lot in favor of getting the bigger fish, as the saying goes. Sure, some small fry might be able to skip out, but get the big ones and the little ones are left without their grand leadership. He can justify just about any of his actions through clever wording and rather flexible definitions on the rule of law. It's never theft, just reallocation of resources for State use. Murder is resisting arrest, Gregor really has no problem with bending the rules to bring in the worst. Fight fire with fire, as they say.
Bio: Gregor was born to a gang leader, his mother a clerk within the Police force who was used for her contacts and information she could feed to her husband to keep him out of reach of the police while living in above average housing, out of reach of the leaking barriers of the city. He was orphaned rather quickly when his parents were caught in an information exchange and killed in the crossfire, leaving him orphaned and growing up in such an orphanage before joining the police force, going through their academy at the young age of 18 years old. At first, he would be a model cop, upholding every law in the fullest and trying to be the model police officer for the force. But he kept running into red tape and never catching the important targets when so many small fish and sheer numbers of petty criminals got in the way of his work.
Gregor started bending in small spots, figuring he could stop after getting who he needed to get to. But it got surprisingly easier, letting the small ones slip by in return for getting better info on the bigger ones, and his ability to flex the rules only grew, as did his pragmatism, especially after undergoing the intensive operations and gene therapy to increase his speed and agility. Some might blame that program, but it was a long, steady slide down a dark and slippery slope that Gregor fell along. He wasn't corrupt to the point of ignoring any crime for the right price, but he was playing with the rules in a dangerous way, too far and he would be no better than the criminals that he was going after. And in regards to Children of the Dark, he had hunted his fair share, they were typically innocent of any crime except existing, but there was no lee way with them, so that was that. He reached a firm, but dead end, posting as a detective in the force, where he was happy to relax and work at, having plenty of freedom of operation to do what he saw fit to solve cases and hunt the Children when they cropped up.
Skills: Close Quarters Battle Tracking Operating Technical Devices Detective Work
Tech: Genetic Overhaul Program - Gregor is one of the first successful graduates of the GOP, or Genetic Overhaul Program, which was implemented to give certain members of the force an edge over increasingly dangerous Children of the Dark that normal tech could not, alone, overcome. The program intended to enhance agility or strength through genetic conditioning, eliminating genes that negatively impacted these traits while promoting the growth of genes that did. The initial tests failed miserably, but in time, at least by the time Gregor enrolled, it was finally becoming reliable. Gregor has inhuman speed and grace, although his metabolism is far higher to make up for the increased energy consumption.
Domino City Police Department Armor - Gregor's personal variation on the DCPD uniform, primarily to compensate for, and make up for, the enhanced agility. The armor itself uses a unique hard plate design over the vital areas, with an impact gel weaved in between the plates to compensate for the kinetic energy of rounds as well as absorb the energy from attacks that burn through the plates. Ironically, rounds that are potent enough to punch through the plate aren't remotely affected by the gel layer. Beyond his body armor, he has external mechanical amplifiers that enhance his strength without affecting his agility in a fight, and can be disabled and detached without slowing him down, if need be. Lastly of unique note is his helmet, which covers multiple spectrums of vision as well as providing protection against gasses and other harmful effects aimed at visual or respiratory systems.
M4X Match Carbine - Gregor took a personally bought match grade carbine near the beginning of his career and has been retooling and improving upon it over the past twenty years. The open holographic sight on top provides a clear sight picture of anything he is aiming at, while not forcing him to tunnel vision on a single target, while the combined laser/flashlight on the barrel of the weapon can be changed out at a whim. The weapon's integral suppressor reduces recoil, flash, and sound by redirecting the gasses of the round, while utilizing an integral magnetic charger to recover from any losses normally caused by the suppressor. Each round is match grade armor piercing, and the recoil dampening system in the stock helps make the weapon surprisingly dangerous despite overtly appearing to be a moderately altered carbine.
Possessions: Secure PDA Pack of Cigars Lighter Keys to his patrol vehicle
Other: Practices a form of close combat that focuses solely on killing someone as fast as possible, with whatever he can get his hands on. Whether this means literally killing someone with their shattered arm, or otherwise, each move is designed to maximize damage, and minimize the amount of time spent in a fight.
Career (if any) and Skills: Outrider of the Empire: Before leaving formal military service for the potential for a far more lucrative career as a mercenary, Siegmeyer was a skilled and experienced Outrider, building upon his earlier years of experience as a Handgunner of the Empire. His horsemanship is sound, but not at all noteworthy, but his marksmanship, even at full gallop, is remarkable. Maintaining his own gear was a necessity, especially for the rare, but powerful, Repeater Pistols and handguns. As he was expected to train and lead Pistoliers he has knowledge of tactics and leadership, though he much prefers to leave that nonsense to another wiser head.
Veteran's Instincts: Men rarely survive long in combat, those that do have a few reasons. Skill, luck, the blessing of Sigmar, and Siegmeyer relies on instincts honed from years of combat. He isn't necessarily the smartest, fastest, or even the strongest, but when it comes to surviving in the field of combat, the former Outrider has a knack to be where and when he needs to be at the right time, often times without being able to readily explain beyond just getting a gut feeling things were going to fall apart that way.
Weapons: Repeater Pistol - An ornate weapon, and gift from an old friend, that Siegmeyer carried on from his Outrider time, it eliminates the need for a rider to carry an entire brace of pistols by allowing him to fire off many times as many rounds as a single pistol without pausing to reload or draw a new pistol. Most of the useless ornamentation was stripped off, replaced with sturdier material to protect the inner workings, and considering the weathered look the remaining material has, the weapon has fired off more rounds than one might imagine. Reloading takes, again, many times longer than a traditional fire and discard pistol of a brace.
Sabre - Unlike the mighty greatswords of the Empire's infantry, or the sturdy and ornate longswords and lances of the Knightly Orders, the blade that Siegmeyer turns to when forced into a melee is a no frills, well forged sabre. While single edged and with a slight curve, it lends itself well to charging past an enemy, blade flashing and taking the head or limbs off whomever had the misfortune of standing in the way of the Outrider. It is a well maintained blade, with any chipping from hard hits repaired when possible to keep the blade as reliable as possible.
Attire: Siegmeyer wears the same half plate he wore when riding with the Outriders, with some modifications along the way. The breastplate of the armor bears a dark red coloration, with the ornate cross emblazoned on his chest being treated to bear a white coloring, reminiscent of the Hochland banner colors, red and white. The rest of the armor follows this coloration choice, personal to Siegmeyer. His right shoulder guard is missing, to promote freedom of movement for his right arm, the one that fires his Handgun, while he left the left Guard intact to help protect the side that often is faced towards the enemy when firing. He leaves the rest of his vambraces intact, removing the elbow plates to minimize the loss of movement capability. His waist is plated, as it moves very little, but beyond his greaves and upper plates strapped onto his thighs, he wears as little armor on his legs as possible to reduce weight and movement impediments. His helmet lacks anything that would obstruct his vision, a sturdy affair that lacks the ornamentation that one typifies with Outriders. Under his armor he wears a woolen tunic under his armor, for the purpose of arrows and softening blows from bludgeoning weapons that slam through his armor, while a tunic and well worn riding boots wrap up his attire.
Equipment/Other Siegmeyer's Horse Several Days Emergency Rations for himself and steed Spare Powder and Rounds
Physical Description (as detailed as possible please, pictures not accepted.): Siegmeyer is a man of Hochland, standing barely over six foot, and is hardly what most would consider an object of desire for the womenfolk of the land. His figure is sturdy, lean in the right places, for survival and warfare, honed from years of fighting the battles of the Empire. His face is scarred, heavily, from Chaos seized Hellblaster Volley Guns ripping his allies apart. He still manages a rough stubble of dark brown hair, with highlights of grey coming through, though, belying his age since the normal ability to tell by how wrinkled one was is unavailable through the scarring. His tired, almost hazy green eyes glare at the world around him, sunken forever from one too many sleepless nights fighting against the forces opposing the Empire. His torso is riddled with shrapnel and burn scars, more unpleasant reminders of his meeting with the Hellblaster, on the wrong end of it, but wiry and lean muscle ripples beneath thick scar tissue, assuming one might see any of this beneath his ever present half plate and under clothes. There are other scars, lost amongst those from the Hellblaster, but they pale in comparison. The rest of his body follows a similar pattern, his hair cropped and kept short as to prevent discomfort when wearing a helmet.
Mental Description/Personality: Siegmeyer is a consummate solider, first and foremost. Taking orders, executing them, and waging war come as naturally to him as breathing and sleeping might to other men, and it shows in his demeanor. He has seen the worst that war can throw at him, from the unspeakable horrors of the rampaging Northman and their daemons of Chaos, the Skaven under Empire during a Vermintide, to standing alongside the Dwarves against both Orks and Chaos Dwarves for the good of the Empire, and it shows in his commentary on the world around him, often likening them to the places he had seen during the war. The Conspiracy of Silence weighs heavily on him, and he often keeps comments on the Skaven to himself. He will teach others if they seek the teaching, otherwise, he lets them doom or save themselves, taking charge of a fight only when no one else can, preferring to ride as a flanking element and fight to drown out the memories than have to hang back, think on his experiences and how to apply them to the situation.
Out of a fight, Siegmeyer would much prefer the quiet solitude of the corner of a tavern, drinking in peace, to dealing with comrades in arms or celebrating. The former outrider doesnt need, or care for, idle boasting and celebration, he's seen enough of both to last him several life times. He'll keep to himself, maintaining gear and drinking himself into a coma, instead of share war stories and entertain the needless pestering of the younger ilk outside of teaching them how to survive in war.
Background/History: Siegmeyer Heilborg is an old hand in the art of war for the Empire, and he would rather not have to still be fighting. He was born in Hochland, his father a retired Handgunner Sergeant, who took his Hochland Long Rifle home, as his father's had before him. His family were hunters outside of serving the Empire, and experienced Handgunners of the Hochlander regiments when at war, and it was of little surprise that Siegmeyer would take after his lineage of family sharpshooters and steady hands. He was hardly the best shot there ever was in the family, that title went to his Grandfather, but he was naturally good at shooting from rather uncomfortable positions, and even as a child, would outride most his family while hunting. But, just as he was turning sixteen, the call went out for a new regiment of Handgunners, and it was the old man's pride to see Siegmeyer march to war with his family's Long Rifle.
The destination for the newly founded Hochland Handgunners was right in the path of a Chaos warband heading south for plunder and wanton slaughter. Siegmeyer would find himself entrenched in a castle against the encroaching warband, and it was a living hell of a mire of siege warfare. Siegmeyer was at least able to act, his Long Rifle able to reach out and force the besieging Chaos band to keep its heads down, the important ones at least, or risk having a new, unwanted hole in their heads. It was a long affair, with the crack of rifles and the sound of siege engines working, before the final crush of battle, almost a year later, was made as the Northmen breached the main gate. Both sides knew the day was coming, so both sides had made preperations.
Siegmeyer was with his regiment, posted up on a platform behind the main firing line the Handgunners had formed, with regular Swordsman, Halberdiers, and Spearmen forming a front for the Northmen to crash into. The plan was to break the Northmen's charge at the gate, where they were most funneled, and had deliberately baited the Chaos worshippers into the breach. They got half way across the courtyard before the order to fire was given, and the Handgunners scythed down the first wave in short order. They were barely able to reload and keep firing as the Northmen just kept pouring in, eagerly crawling over the bodies of their slain comrades, using them as shields, and smashed the ranks of the frontline in short order, forcing most of the Handgunners to run out of ammo in their sheer, panicked volleys. Siegmeyer, by virtue of being nearest the hidden exit, was thrown on a horse and told to warn the main army, which was on its way, the castle had fallen.
Siegmeyer rode long and hard, evading the pursuing Warband as they realized the alarm was being raised. He had neither time to sleep nor rest, and he drove the horse hard, firing back at the enemy whenever they had closed enough to be visible. He eventually evaded the Warband, riding into the main camp of the Empire's army rallying to push back the Warband, and after delivering the warning, collapsed from sheer exhaustion, the horse dead from the effort. He was noted by the Outriders, and after he recovered and rejoined a Handgunner regiment, he would take part in the retaking of the castle. It took another two years to formally crush the Northmen push south, and he would spend the next seven years operating against the Orcs and Goblins alongside the Dwarves near the mountains, fighting and picking off important figures in the Orc Waaaghs. He would eventually receive a visit by the Outrider who had escorted him to deliver his warning all those years ago with new orders.
Siegmeyer had been selected to join the Outriders, both for his hard riding years ago, and having continued to prove himself to the point it was considered that his survival hadn't been just a fluke, or blessing of Sigmar. He had to relinquish his Long Rifle, however, which was returned back home to his father with the explanation as to why and it was replaced with a Repeater Handgun, but alongside a Repeater pistol he procured alongside the rest of his equipment, he was surprisingly effective. He would ride at the flank of an Outrider band, or just behind the Pistoliers he was accompanying, using his position to make good use of the Repeaters as well as guide the Pistoliers properly. He made himself highly effective, and was more often found working alongside large numbers of fellow Outriders than leading Pistoliers, and he was here when he found himself facing Chaos again.
The Northman had already overrun an army with the favor of several Master Engineers and had seized quite a few siege weapons, including a battery of Hellblasters. Siegmeyer and the Outriders he was with were attached to a large Army to obliterate these Northmen, not merely drive them off, and either recapture or destroy the siege weapons before they could be used to serious damage. The battle was met on an open field, initially favoring the Outriders black powder weapons as they flanked the main Northmen army, pouring Repeater fire into their flanks. Each attempt by the Northmen to flank the Empire's army failed, turned back by the Outriders, and it seemed like they hadn't the means to operate their stolen siege weapons. But, Sigmar was not with them when the Hellblasters opened up.
A false flank had drawn out the Outriders again, straight into the waiting maws of the siege weapons, which obliterated all but a few Outriders, and only Siegmeyer was able to drag himself back to the Empire's battle lines without being captured. Within a day, any living Outriders from the attack that had been captured were strung up on the eight pointed stars of Chaos, screaming in constant agony until they, blessedly, died. The Northmen would be repulsed, but Siegmeyer was in no condition to help until he recovered, after the battle was done. The next few years Siegmeyer would serve to train nobles who were seeking to be Pistoliers, until his 45 birthday when he decided the professional soldiering life was a road he was tired of walking, still haunted by the batteries of Hellblasters blasting his fellows into pieces.
Siegmeyer left for mercenary work, since he found himself unable to readily put his daemons to rest, figuratively speaking, and just quit making war. He figured he could fight as a mercenary for awhile, get a nice chunk of money set aside, and be able to retire and spend the rest of his life back home in Hochland, entertain his older brother's kids perhaps, as he had forsaken ever having a chance at finding a wife with how badly the siege weapons had scarred him. He would make his name serving as a skilled mercenary cavalryman, providing often well needed mobility to whomever had the coin to afford the high costs of the former Outrider, who charged accordingly for his services. He would spend up to his current age as a mercenary, and would continue to do so for some time, as he wanted to have enough coin to not have to work again.
The Scorned First Platoon, what a bunch to have fallen into. Corporal Jericho Cross, former Grenadier of the Death Korp's own Siege Regiments, was sitting eerily still as the Valkyrie hurtled down towards whatever misbegotten planet he was going to fight upon now. He was strapped into the transport vessel that the Guard favored, and he found himself missing the cramped, metal boxes that were the Chimeras rolling forward to deposit their Grenadiers into the heart of the enemies weakest point. That was his job, while the regular Krieg troopers ground away in the trenches, where he would indeed spend much of his time as well, it was the Grenadiers that took the special jobs. The Death Korp had no Storm Troopers, Grenadiers were the closest they got to that, and he was it. He missed the trenches, they didn't rock around nearly as much, but he went where the Emperor willed. And glory be unto him, he was willed to be here, with former gangers and penal legionnaires. The others of the platoon registered little to Cpl. Cross, they were marching into death with him, that was enough. They would die, or they would succeed. Let the Emperor judge them for their deeds otherwise, as he did in all things.
The brief was simple enough, charge into the jaws of the enemy, snatch a figure vital to the Imperium out of them, and get them to safety, or die trying. Death and suicide missions were no stranger to the Krieger, their bread and butter was suicide missions, hopeless sieges, and impossible odds. And, by the grace of the Emperor and sheer statistical certainty in numbers, they won. The Krieg Grenadier was silent, face unreadable under his gasmask and respirator, only the steady breathing and checking of his Mark XIV Lasgun ever indicated he was even awake, or alive. The Lieutenant was crass, as expected from a ganger, but the Krieger said nothing, she was in charge, and that was that. She could order the Krieger to leap into the maw of a greater daemon with nothing but an entrenching tool, and he would do his damn best to take it with him. Being informed they would be defending the bridge first reassured the Krieg Grenadier, after all, siege work was as much defending your line, as it was breaking theirs. Cpl. Cross felt right at home with the idea, and was merely waiting for the Valkyrie to reach the drop point. The men of Krieg had faced daemons and traitor Marines before, and today, another Krieger gladly did so again.
Personality: Gregor is a pragmatic man, not concerned with niceties or due process in favor of doing what is necessary for the good of the city. His morality is fairly questionable, willing to overlook a lot in the name of the greater good for folks, whatever that might be defined as. While not outright corrupt, he is flexible, and can often overlook a lot in favor of getting the bigger fish, as the saying goes. Sure, some small fry might be able to skip out, but get the big ones and the little ones are left without their grand leadership. He can justify just about any of his actions through clever wording and rather flexible definitions on the rule of law. It's never theft, just reallocation of resources for State use. Murder is resisting arrest, Gregor really has no problem with bending the rules to bring in the worst. Fight fire with fire, as they say.
Bio: Gregor was born to a gang leader, his mother a clerk within the Police force who was used for her contacts and information she could feed to her husband to keep him out of reach of the police while living in above average housing, out of reach of the leaking barriers of the city. He was orphaned rather quickly when his parents were caught in an information exchange and killed in the crossfire, leaving him orphaned and growing up in such an orphanage before joining the police force, going through their academy at the young age of 18 years old. At first, he would be a model cop, upholding every law in the fullest and trying to be the model police officer for the force. But he kept running into red tape and never catching the important targets when so many small fish and sheer numbers of petty criminals got in the way of his work.
Gregor started bending in small spots, figuring he could stop after getting who he needed to get to. But it got surprisingly easier, letting the small ones slip by in return for getting better info on the bigger ones, and his ability to flex the rules only grew, as did his pragmatism, especially after undergoing the intensive operations and gene therapy to increase his speed and agility. Some might blame that program, but it was a long, steady slide down a dark and slippery slope that Gregor fell along. He wasn't corrupt to the point of ignoring any crime for the right price, but he was playing with the rules in a dangerous way, too far and he would be no better than the criminals that he was going after. And in regards to Children of the Dark, he had hunted his fair share, they were typically innocent of any crime except existing, but there was no lee way with them, so that was that. He reached a firm, but dead end, posting as a detective in the force, where he was happy to relax and work at, having plenty of freedom of operation to do what he saw fit to solve cases and hunt the Children when they cropped up.
Skills: Close Quarters Battle Tracking Operating Technical Devices Detective Work
Tech: Genetic Overhaul Program - Gregor is one of the first successful graduates of the GOP, or Genetic Overhaul Program, which was implemented to give certain members of the force an edge over increasingly dangerous Children of the Dark that normal tech could not, alone, overcome. The program intended to enhance agility or strength through genetic conditioning, eliminating genes that negatively impacted these traits while promoting the growth of genes that did. The initial tests failed miserably, but in time, at least by the time Gregor enrolled, it was finally becoming reliable. Gregor has inhuman speed and grace, although his metabolism is far higher to make up for the increased energy consumption.
Domino City Police Department Armor - Gregor's personal variation on the DCPD uniform, primarily to compensate for, and make up for, the enhanced agility. The armor itself uses a unique hard plate design over the vital areas, with an impact gel weaved in between the plates to compensate for the kinetic energy of rounds as well as absorb the energy from attacks that burn through the plates. Ironically, rounds that are potent enough to punch through the plate aren't remotely affected by the gel layer. Beyond his body armor, he has external mechanical amplifiers that enhance his strength without affecting his agility in a fight, and can be disabled and detached without slowing him down, if need be. Lastly of unique note is his helmet, which covers multiple spectrums of vision as well as providing protection against gasses and other harmful effects aimed at visual or respiratory systems.
M4X Match Carbine - Gregor took a personally bought match grade carbine near the beginning of his career and has been retooling and improving upon it over the past twenty years. The open holographic sight on top provides a clear sight picture of anything he is aiming at, while not forcing him to tunnel vision on a single target, while the combined laser/flashlight on the barrel of the weapon can be changed out at a whim. The weapon's integral suppressor reduces recoil, flash, and sound by redirecting the gasses of the round, while utilizing an integral magnetic charger to recover from any losses normally caused by the suppressor. Each round is match grade armor piercing, and the recoil dampening system in the stock helps make the weapon surprisingly dangerous despite overtly appearing to be a moderately altered carbine.
Possessions: Secure PDA Pack of Cigars Lighter Keys to his patrol vehicle
Other: Practices a form of close combat that focuses solely on killing someone as fast as possible, with whatever he can get his hands on. Whether this means literally killing someone with their shattered arm, or otherwise, each move is designed to maximize damage, and minimize the amount of time spent in a fight.
Well, I am working out some ideas right now. I find our lack of cavalrymen disturbing. Drawing up a fellow right now, thinking a former Hochlander Outrider.