Avatar of Moonman
  • Last Seen: 7 yrs ago
  • Joined: 11 yrs ago
  • Posts: 204 (0.05 / day)
  • VMs: 0
  • Username history
    1. Moonman 11 yrs ago

Status

User has no status, yet

Bio

User has no bio, yet

Most Recent Posts

Alrighty then. Time to start writing up my intro post, then. Edit: Copied the profile over to the characters tab for the main rp. Edit2: On second thought, I have an alternative. Perhaps we could set a cap on the number of Grots and/or Squigs he can spawn, like say, 3 or 4. Since IIRC an Ork's diet consists mostly of Grots, Fungus Beer and Squigs, he does kinda need them for survival.
@Vita If I'm remembering my Ork lore right, they only release Ork spores upon death. Grots, Squigs, and Snotlings are the ones that spawn while they're alive. If that's still too much, I could easily handwave it with 'lack of Waagh! energy' or something.
**Name**: Arragoz Plizgin **Age**: Unknown. If one was to the ask the Ork directly, the answer would either be 'Lots' or a series of unintelligible grunts. **Gender**: One uv' da Boyz. **Appearance**: [Ya din't see dis, cuz I'z too sneaky.](http://vignette4.wikia.nocookie.net/warhammer40k/images/5/53/Blood_axe_klan_kommando_by_diegogisbertllorens.jpg/revision/latest?cb=20140726023442) **Canon, AU, or OC?**: OC **Universe of Origin**: Warhammer 40k. **Personality**: As a Kommando, Arragoz displays a level of kunnin' uncharacteristic to most Orks. Rather than simply charge into battle while yelling 'Waaagh!,' he prefers to sneak up on the 'stoopid humies', plant a few explosives here and there, before proceeding to shoot, stab, and explode his way out of whatever situation he got himself stuck into. In the event he is outmatched, or 'has other fings to do' according to Arragoz, he will promptly unload as many explosives as physically possible, set them off, and use the chaos to cover his retreat. Truly, a master tactician. Despite this, he is still an Ork, and will gladly get stuck in wif da Boyz in a propa fight. He is also quite fond of nickin' weapons, armour, and shiny fings in general, especially off of humies. **Abilities/Weapons**: Slugga: Arragoz' prized slugga, while poorly made by the standards of most civilizations, is both reliable and incredibly effective in the hands of a propa Ork Boy. With the Ork's latent Waaagh! field keeping it in working order, and the almost nonsensical volume of fire it can produce more than making up for its poor accuracy, it has served as Arragoz' preferred tool for krumpin' unsuspectin' gitz. Choppa(s): In the unlikely event that the hailstorm of bullets from his Slugga fails to do the job, Arragoz will be more than happy to fall back on his tried and true choppa. If that still fails to kill something, he will use his second choppa (which also doubles as a knuckleduster), for double the choppin'. Stikkbombs and other 'Splodey Fings: Arragoz carries a variety of explosives on his person, ranging from simple grenades and mines to shaped charges and melta bombs. As one of the countless greenskins which make up the dreaded Green Tide of the forty-first millennium, Arragoz possesses a number of traits that make him into an excellent fighter. His tough hide and semi-fungal physiology make him immensely difficult to harm, and even when he does suffer an injury, it will likely do little to impede him. An Ork can easily survive being dismembered or even decapitated, and just about anything short of extreme trauma or outright disintegration. In short, he is, as Orks often say, Ded 'Ard. Paired with this immense degree of durability is an exceptional level of strength, allowing Arragoz to easily overpower normal humans and hold his own against a 'Spess Muhrine.' However, it is worth noting that, like any propa Ork, Arragoz is in a bizarre state of authority-fuelled growth. So long as he remains the biggest and strongest Ork in the area (not exactly a difficult task, given the circumstances), he will continue to slowly get bigger, greener, and meaner, eventually ascending to Nob status and beyond. Due to his race being genetically engineered by the Old Ones to serve as soldiers that could be mass-produced on a moment's notice, Arragoz' brain contains a wealth of instinctive knowledge regarding both the waging of war and the crafting, operation, and maintenance of his wargear. Combined with his experience as a Kommando, this makes Arragoz 'da best there is at wut he does.' **Backstory**: As an Ork of the Blood Axes clan, Arragoz spent his early life fightin', winnin', and lootan', as most Orks are wont to do. However, as time passed, he began to exhibit a particular fondness for being kunnin' and sneaky, even more so than the average Blood Axe Boy. Unsurprisingly, it didn't take long for Arragoz to find himself working with a unit of Kommandos, where his talents could be put to proper use. The next several years were also spent fightin', winnin', and lootan', but in a sneaky 'n' kunnin' way. Eventually, a crack team of Kommandos, one of which was Arragoz, and a few Mekboys were chosen by Warboss Mardrug to partake in 'Da Great Titanheist.' As the name implied, they were to sneak onto the forge world of Canto II, which had recently been attacked by a Tyranid splinter fleet, and nick a Warlord-class Titan called the _Wrath of Caseopea_ while nobody was looking. The first few parts of the plan went exceptionally well, with the forge world's inhabitants being none the wiser as they snuck on board the Titan. Well, with the exception of the Titan's crew, but they didn't really count, since the Orks shot them before they could do anything. Unfortunately, that was the point where things started to go wrong. When the Meks jump-started the fusion reactor, the machine spirit of the _Wrath of Caseopea_ was a tad grumpy. Because they had slaughtered the Titan's crew, the Orks had no way of actually controlling the Titan. A minor oversight on their part, obviously. Arragoz and the other Boyz were carried along for the ride as the confused and enraged Titan went on a rampage across the forge world, prior to overloading its own reactor and violently exploding. Despite this spectacular failure, Arragoz 'died' happy, knowing that he got to see such a massive boom before the end. However, instead of going up to the big green Waaagh! in the sky, where he could spend eternity fightin' and winnin' with Gork and Mork, the Ork found himself transported to an unknown location, surrounded by some weird-looking humies. Before he had the chance to shake off his confusion and start krumpin' gitz, the group explained that if he were to aid them in their endeavours, he would be greatly rewarded. Arragoz asked if he'd get to 'fight fings,' to which they said yes. It was the all the convincing he needed. **Faction**: Shadow Eternity.
If WanderingSpirit finishes his CS, we'll only need one more master.
There's currently 5 spots (technically 4 once Zero finishes his CS) open for Masters.
Name: Fionn Mac Cumhaill/Finn McCool

Class: Archer

Dates born-died: Sometime during the 3rd Century AD.

Appearance:

Bio: http://www.badassoftheweek.com/mccool.html If I ever get off my lazy arse, I'll write it out in my own words. No promises.

Skills: (Rank E through A depending on power. EX denotes something immeasurable.)

Class Skills:

Independent Action (A): As Fionn would regularly go hunting with no companions save for his dogs, Archer is capable of operating some distance away from or even without his Master without trouble for quite some time.

Personal Skills:

Iron Will (B): During his fight with Aillen the Burner, Fionn developed a peculiar tactic for dealing with mind-addling magics. By poisoning himself (either through his spear or from another source) or sustaining injury, Archer becomes highly resistant to mental interference, especially the kinds that induce sleep or drowsiness. As a side effect, Archer ignores the penalties imposed by being poisoned/injured so long as he remains in combat.

Giant's Strength (A): Fionn Mac Cumhaill is often depicted as a giant, capable of amazing feats of strength. Some examples being when he formed the Giant's Causeway for the sole purpose of picking a fight with a Scottish Giant, or tearing out and throwing a chunk of Ireland at a man in Scotland, only to miss and create the Isle of Man.

Improvised Projectile Weapons (C): Due to Fionn's strength, along with his propensity for throwing objects of varying sizes at his foes, he is quite proficient, albeit unconventional when placed into the Archer Class.

Charisma (C): As the head of the legendary Fianna, Fionn is competent in regards to leading small groups, less so when it comes to armies.

Noble Phantasm(s):

Bran and Sceolang (E): A pair of Irish Wolfhounds born from either Fionn's sister or aunt (depends on the source), who had been transformed into a dog while pregnant with twins. As a result, the dogs are highly intelligent and immensely loyal to Archer, and will follow almost any command within reason. However, aside from this, they are physically identical to a normal dog of their breed, and thus unsuited for combat against most servants.

Spear of Fiacha (B): A spear originally belonging to a warrior of the Fianna, it was gifted to Fionn when he discovered the weapon's magical properties with the power of the Salmon of Wisdom. The weapon produces a poison that, while non-lethal, causes a great deal of pain to those affected by it. Due to its use in the slaying of Aillen the Burner, the spear is more effective when used against beings that are magical in nature (e.g. fairies, goblins, demons, ect.). Additionally, Archer may inhale the poison to intentionally trigger the effects of Iron Will.

Knowledge of the Salmon (A): The rather nonsensical name of this Phantasm originates from a story in which a young Fionn aided a druid named Finegas in catching the Salmon of Wisdom. This magical piscine creature was said to grant immense knowledge and the power of prophecy to the one who ate it, hence why the druid sought it. It's also worth noting that the Salmon's powers were not its own, as it had gained them from consuming the similarly named Nuts of Wisdom. Unfortunately for poor Finegas, while Fionn was cooking the Salmon, he burned his thumb, resulting in him shoving it into his mouth, subsequently transferring its questionably awesome powers to him.

In practice, Fionn has his mental faculties enhanced and gains limited precognitive abilities so long as his thumb is inside his mouth. In addition, he gains the ability to identify the mundane and magical properties of an object/person with only a cursory examination. Obscure or 'disguised' Noble Phantasms can bypass this ability, however.

Other:
© 2007-2026
BBCode Cheatsheet