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Inquisitor Hadeon Odanodan and Associates

Started by Kasthan, April 18, 2010, 01:10:01 PM

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Kasthan

With the Spring Conclave meet this coming Saturday I thought I post my characters for pre meet analysis.
Comments most desired, particularly upon the inquisitor's background (does it work, more details etc.) and are the stats/skills/abilities/equipment okay.
(for those that cannot be bothered there is a brief summary of character background at the end of each character)

Inquisitor Hadeon Odanodan, Ordo Malleus, Monodominant:


Side
Back

Stats:
WS  BS  S  T    I   Wp Sg  Nv  Ld  S
65   57  61 58  70 73  75  71   70  5

Left Handed
Skills: Blunt, Iron Will, Fearsome (to psykers [but not inquisitors/inquisitorially sanctioned]), Word of the Emperor – Litany of Spite

Weapons: Dart Gun, Silenced Autopistol, Anointed Shock Hammer, Knife

Armour: Carapace (6) on Chest, Abdomen, Groin. Heavy Flak (4) on Legs, Right Arm. Light Armour (2) on Left Arm.

Equipment: Null Collar, 5 Wither Darts (Dam: D6+1), 20 Metal Darts (Dam D10+2), 3 Sanctified Silver Darts (Dam: D6), Motion Tracker with Laser Pointer

Bionics: Bionic Right Arm (+2 Armour, +42 S)

Details of equipment:
Dart Gun: Fires loaded darts out of ammo drum. (Type Pistol, Rng: J, Single/Semi (2), Acc: -5%, Dam: X, Shots: 10, Reload: (5), Weight: 22) Damage is determined by dart type.
Wither Darts: Coated in Wither toxin
Sanctified Silver Darts: Causes an extra D6 damage against daemonic characters who take any damage from the shot (after armour etc). If a daemonic character takes damage from sanctified rounds greater than its System Shock value after all adjustments have been made, it must take a willpower test. If they fail, they add a further D10 to their Injury total.
Silenced Autopistol: GM's effects for silencers (Suggestion is 10-20% of normal hearing range for the weapon).
Null Collar, Wither Toxin; see Lectures upon the Wych Part 2
Motion Tracker with Laser Pointer: Uses rules for motion tracker auspex in a 45º arc of the character, it will then point at the largest, closest moving object. If the character chooses to fire at this target they receive a +5% bonus to BS. In addition the character could become aware of the object if they had not before.
Anointed Shock Hammer: (follows rules of shock weapons in addition). Daemonic characters gain no benefits from any daemonic attributes when struck by an Anointed weapon, although it does not confer the damage bonus for Shadow or Void-chill. A critical against a daemonic character by an anointed weapon will cause damage one injury level greater than normal after all other modifications. (Increase damage by the minimum needed to achieve this). Finally, a character using a daemon weapon that is parried by or parries a strike from an anointed weapon must pass a strength test or drop their weapon as its purity courses through them.

Age/Gender/Appearance:
Age: 226
Gender: Male
Appearance: Odanodan typically wears practical, yet elaborate clothing. The reason for this could be to do with links to redemptionist cults. Raised on a planet with a high amount of UV radiation his skin is very dark. He is open with his status and position, displaying his Inquisitorial rank. He normally wears a mask to increase the suspicion and fear of those around him.

Background: Odanodan grew up on a planet of fire and sun, the planet Expiotha. It is located in the Segmentum Obscurus, Scarus Sector, near to the Eye of Terror. Expiotha is a death world, it is so inhospitable it has been called "the Catachan fire world". It has a thin atmosphere causing the inhabitants to have very dark skin and the fast moving plate tectonics result in earthquakes and massive volcanic eruptions. As is usual for death worlds, the fauna is deadly having evolved to survive. Little grows upon the planet, moulds and fungi are about the only flora. The people of Expiotha are nomads and their only escape off world is to join the Imperial guard or for the lucky few the Black Templars. Some are recruited into the Ecclesiarchy, as Expiotha harbours a high proportion of redemptionists. Tribal wars occur over resources and against tribes that turn to chaos (which exist due to the proximity of the Eye of Terror).
Odanodan's tribe was tided closely to the redemptionist cult on the planet. During his youth he developed a particular hatred for chaos and more specifically those that abandoned the Emperor. In his mid-teens, he joined a group of redemptionists that were campaigning against several tribes that had fallen to chaos. Odanodan discovered that he was talented in battle, and his condemnation of the wych and chaos caused his enemies to cower in fear.
In his early twenties Odanodan was offered and took the chance to join the Ecclesiarchy and leave the planet. He relished this opportunity, quickly establishing himself as a potent fighter and a fiery orator, with large masses attending his onboard sermons. Odanodan soon become involved with the Imperial Guard, becoming a battlefield priest.
In his early thirties, he along with the imperial guard units he worked with were seconded to Interrogator Ashgelm. Whilst working under Ashgelm, Inquisitor Unzchuldjg, (Ashgelm's master) noticed him. Unzchuldig carefully tested this promising young man, typically through getting Ashgelm to using Odanodan for select missions or tasks.
Whilst under the scrutiny of the inquisition for the first time, it became noted that Odanodan had a resistance to the warp. It was believed that Odanodan was a blunt, which was confirmed later. In addition, those testing him thought that his religious zeal provided an extra line of defence against the warp.
Two years after the first test by Unzchuldig, Odanodan was promoted to Interrogator status. During his apprenticeship, he excelled in physical confrontation of the enemies of the holy Imperium of man. His mild anti-psyker abilities proved the downfall of the cultists he regularly faced. Odanodan's original hatred for those that followed chaos was reinforced. Throughout this period, Unzchuldig shaped Odanodan's beliefs upon the Imperium. He became a thoroughbred follower of the Monodominant movement.
After many years of training and working for Unzchuldig he was promoted to the rank of full Inquisitor. In his early years, he fought regularly on the battlefields of the Imperium, battering the foul scum of chaos asunder. He worked alongside the Grey Knights and witnessed the potency of the Culexus assassins on the battlefield, both impressed Odanodan but the latter particularly amazed him. This was because they were so much more powerful than he in combating the denizens from the warp.
Desiring to find out more about the abilities of the Culexus assassins to combat chaos Odanodan looked further into phenomena of untouchables. Whilst researching he discovered records about Eisenhorn's distaff and information upon a suggested "pariah" gene. In his one hundred and thirty first year he made the most important choice that has come to rule his life's work. Odanodan decided that humanity must be turned into a race of untouchables, so that chaos can be finally defeated by severing humanities' connection to the warp.
His research resulted in him meeting Magos Aakil Tekeshi. Tekeshi's knowledge of gene manipulation and biology suited Odanodan's plans perfectly. Between the pair, they have delved into the pariah gene concept further than any other published research. The Inquisitorial status of Odanodan and the singularity of their focus has led them to carry out experiments that would be condemned by most other Inquisitors and because of this these experiments and results have been kept hidden from the rest of the Inquisition. In recent years, they have had two "successful" experiments, Experiment Delta 295 (Eleazar) and Experiment Omega 001 (Zálinni). Currently Odanodan is carrying out further experiments in an attempt to create a working "pariah" that has none of the side affects of other experiments.
Primarily he is still a hard-line monodominant Inquisitor, even if his uneducated peers could see him as a radical, and because of this he labours to combat the wych and the heretic. He works with the Black Ships on a regular basis usually as head Inquisitorial representative.
He still maintains ties to the redemptionist and crusading movements, although his research and current beliefs have moved him away from their core ideals. Odanodan finds the redemptionists as a useful tool to combat the wych.
He has clashed weapons with several other inquisitors, for various reasons from witnessing their use deamonhosts to them being in the way of his research. Moreover, his zealous stance and methodologies have caused him to run roughshod over other Inquisitor's plans.   

Personality:
Odanodan is highly zealous and paranoid; he fulfils the stereotypical nature of an inquisitor. He believes completely that what he is doing is correct, just and righteous. He fears that his enemies in the inquisition would not understand, therefore hides his research from them.
He is happy to use any sanction under his remit to extract the truth, however he finds that brute force and an open, heavy-handed approach works best. Odanodan expects Imperial citizens to respond automatically to him, and has regularly killed those that have opposed or slowed him down in the slightest. Those that use chaos or xenos tainted equipment find themselves targeted by Odanodan, even fellow inquisitors. 
He prays regularly and his association with the redemptionist cult is still a major part of his religious calling.
His love of the Imperium overrules any other, more personal, desire. 

Acquaintances:
Magos Tekeshi
Experiment Delta 295 (Eleazar)
Experiment Omega 001 (Zálinni)

Weapons/Equipment:
Dart Gun and Darts: Techpriest Boert made Odanodan's dart gun as an anti-psyker device. The ornate revolving ammunition barrel can be loaded with various dart types, of the rarer types that Odanodan has designed are wither toxin-loaded darts and sanctified silver darts. Although the weapon is poor against armoured targets the specialised rounds have proved to be particularly lethal against the warp tainted. The spring based firing mechanism results in the weapon being virtually silent and has no mussel flash. Odanodan has also used the gun as a surprise weapon because of its' stealthy nature.       
Anointed Shock Hammer: Cardinal Piows blessed Odanodan's war hammer in the Cathedral of His Most Holy Light on Disemium. Techpriest Boert made the hammer as a counter part to the dart gun. Odanodan uses the weapon as a symbol of his office in addition to it being a dangerous close quarters weapon.
Bionic Right Arm: This was lost to a chainsword. During his early years as a battlefield inquisitor Odanodan fought against the heretic Daint the Blooded. The Khornate priest cut off Odanodan's arm just before the Inquisitorial storm troopers gunned him down. A bionic arm replaced his original, over the years Odanodan has inscribed it with holy writings and condemnations of the wych. One of his particular favourite executions of heretics is to straggle them with the arm that one of their own kind took.   

Brief Summary:
Grows up on Expiotha (a deathworld), becomes involved with a redemptionist cult on planet. Joins Ecclesiarchy and leaves Expiotha. Becomes battlefield priest for Imperial Guard. Seconded to Interrogator Ashgelm, made Interrogator by Inquisitor Unzchuldig. Found to be a blunt. Becomes full Inquisitor, following the monodominant beliefs. In early years works as a battlefield inquisitor. Impressed by the Culexus assassins. Researches "pariah" gene. At 131 decides to try and make own untouchables to defeat chaos. Finds Magos Tekeshi, work together. Has had two successful experiments Eleazar and Zálinni.



His listed associates are to be posted soon (they have got stats/equipment but no proper background) yet English CSWK is calling.

Inquisitor Cade

Being a blunt means having a reduced warp presence or soul. While this makes you harder to detect or harm through the warp, it also affect how people respond to you, as they sense the soul subliminally and it's absence is unconsciously appalling. This would make it hard for him to be a popular speaker, or leader, but as he isn't far down the souless spectrum, I don't think this is a problem.

I'm sceptical about the manufacturing of pariahs. I think it cool that the character wants to try, but don't think there would be much success. I await the profiles of the experiments for this issue.

I can't see his right arm but the legs don't look that armoured to me.

I'd increase the effect of the silver darts. 2D6 damage is less than the metal darts would do. As he only has the three I'd say D6+1 damage with an additional 2D10 to daemons if damage is done is not excessive.
*Insert token witticism*

Kaled

Quote from: Inquisitor Cade on April 18, 2010, 02:12:05 PM
I'm sceptical about the manufacturing of pariahs. I think it cool that the character wants to try, but don't think there would be much success.
Quixos managed it, so it is possible - who knows what the price may be though...

Have you given some thought to his position regarding the succession? You don't need to tell us, but it's worth thinking about in preparation for the Spring Conclave (that goes for the rest of you who are creating characters as well).
I like to remember things my own way... Not necessarily the way they happened.

Inquisitor - Blood Bowl - Malifaux - Fairy Meat

TheNephew

When and how did Quixos manage it?
Is that fluff I missed in one of the rulebooks?
Is it worth tracking down, or does it not say much more than that?

I'd agree with Cade on the darts - as it stands, it's barely worth the effort of switching ammo. Bumping the base damage up to the normal 2d6, and maybe putting the test on half willpower rather than full, would make them a little more effective.

And the armour doesn't look all that heavy, but it could very easily just be very good quality. As long as he's not too bulletproof by your group's standards, then it's probably fine.

I can't remember and don't have my files on me - does that anointed hammer follow the usual anointed rules?
Because there are published rules somewhere, though I've not seen them in action.

I may return with Background comments soon.

Kaled

It's in the rulebook - a brief mention of Quixos mastering the art of creating soulguards.
I like to remember things my own way... Not necessarily the way they happened.

Inquisitor - Blood Bowl - Malifaux - Fairy Meat

Brother_Brimstone

I like it; i've always liked the cult of the redemption, and a redemptionist monodominant is a cool basis for an Inquisitor. I like the stuff about creating Pariahs too, although as Kaled says, maybe there could be some 'price' that the subjects had to pay when they became Pariahs? It could make their characters stand out more and add a bit more interest.

Solid stuff, look forward to meeting him. I'm sure he and Zophar will get on a treat :P

Kasthan

Oh yes there is a high price for his experiments. That is why successful is in inverted commas.

There have be numerous experiments, with results from mutants killed upon birth to raging monsters that are useless to Odanodan. Only two have been "successful" enough to be used upon the battlefield, one is a cripple and the other is a sociopath that puts daemons and the most zealous inquisitors to shame.

I will change the damage for the darts. The anointed weapon rules are copied and pasted from a PDF.

Considering dropping the leg armour to 2.

Alyster Wick

Have always loved this model, good to read some background on it.

With the whole blunt/pariah angle, I would think that soulless beings would also have trouble connecting with the Emperor.  It was my understanding that he is "omnipresent" through the warp (though I suppose you could say that the benefits of fervent faith are psychological) and that a race of pariahs would be numb to his presence. 

Not that this is a problem as it gives all the more reason for other Inquisitors (even monodominants) to despise Odanodan ("he seeks to sever our connection to the Emperor!"), though I'm wondering how a fervently faithful blunt works given my view point.  Any thoughts?

Regardless, very solid character.  Wish I lived in England (at least for the Spring Conclave)!

Inquisitor Cade

Another thought I ment to say before...
The dart gun shouldn't be semi. Automatic recocking might be possible but I doubt it could be as fast as a recoil operated system on gunpower weapons. Also they aren't very quiet.

What page is the Quixos reference?
*Insert token witticism*

Kaled

#9
It's from the page with the background for Quixos - about page 10 or 12 of the paper version, not sure that it's in the LRB though.

When I mentioned a 'price' I actually meant what price had he paid for the knowledge of how to create them rather than the price his test subjects had paid in the process. Tampering with someone's 'soul' is pretty esoteric knowledge, so I was wondering how he came to be able to do it...
I like to remember things my own way... Not necessarily the way they happened.

Inquisitor - Blood Bowl - Malifaux - Fairy Meat

Kasthan

@ Kaled: What kind of price might a hard-line monodominant character pay? I was thinking that the sacrifice of numerous imperial citizens and the carrying out twisted experiments like force breeding two pariahs together and other lovely test would be the kind price he paid.

I think this is also a different approach to Quixos as this based in biology and genetics rather than warp tech/knowledge.

@ Wick: I differ upon this view, personally I see no reason for people to directly feel the Emperor's presence (they feel it like anybody who believes in god/gods/goddesses etc. in current times) but psykers esp. astropaths and navigators may actually feel some form of connection.

In addition he keeps his research secret and goes to great lengths to keep it that way. If he has pariahs with him he just introduces them as such and does not disclose any details. For other Inquisitors "just don't get it!"

@ Cade: Will drop to single. Why not silent?

Thanks for the feedback so far. Anything on the Stats?

Kaled

For example, what deal has he made with the Magos? What do the AdMech get in return for helping? The AdMech must have plenty of subjects they can experiment on - so why are they working with the Inquisition? Are their goals the same or do they get something else from the deal?
I like to remember things my own way... Not necessarily the way they happened.

Inquisitor - Blood Bowl - Malifaux - Fairy Meat

MarcoSkoll

Quote from: Kasthan on April 19, 2010, 09:01:41 PM@ Cade: Will drop to single. Why not silent?
Airguns aren't automatically silent.

One of the airguns I work with is loud enough that it can cause permanent hearing damage even when the operator is wearing ear defenders - it needs custom made hearing protection to allow it to be operated safely.

But quietness wasn't part of the design brief for that one. If you use the right valve design, fit it with a well designed suppressor, make sure you've not got problems with resonances, etc, etc... and they can fit at the other end of the noise spectrum as well. Not completely silent, but quiet enough.

~~~~~

As far as semi-automatic air guns... certainly possible! Refer to the majority of "serious" paintball guns made in the last 20 years.
Admittedly, darts will need a relatively longer bolt stroke than paintballs, but semi-automatic fire is entirely viable.

However, the fact that it's possible doesn't mean that it should be done. A design like that would probably be better served going for single-shot accuracy, rather than resorting to the simplistic technique of increasing hit probability by firing more shots at the target.
S.Sgt Silva Birgen: "Good evening, we're here from the Adeptus Defenestratus."
Captain L. Rollin: "Nonsense. Never heard of it."
Birgen: "Pick a window. I'll demonstrate".

GW's =I= articles

Inquisitor Cade

I was thinking more along the lines of a crossbow style dart gun, where an automatic mechanism to draw back the string is typically noisy. If the darts are propelled by something else then this isn't necessarily the case.
*Insert token witticism*

Kasthan

Here are the other three. As with Odanodan there is a brief summary at the end of each character. The post is quite long so prepare to sit for a while. Currently Tekeshi's background needs finishing, but I wanted comments before Sat 24th so he has been posted anyway.

There is a lot of new equipment I have made, therefore comments on the working of the various pieces would be useful (do they work? Over powerful? etc.) 

Magos Aakil Tekeshi


Right Hand Side
Back
Left Hand Side

Stats:
WS  BS  S T I Wp Sg Nv Ld S
74 37 51(72) 64 56 71 86 61 49 4

Ambidextrous
Skills: Medic, Pain is Nothing, Surgeon's Blows

Weapons: Surgical Tools including Combat Needle loaded with Shut Down Toxin, Bone Saw, Medical Claw

Armour: Bionic Armour: (5) Head, (2) Right Arm, Legs, (1) Left Arm. Heavy Flak Armour (4) Chest, Abdomen, Groin.

Equipment: Infrascope and Magnifying Scope in bionic eyes, Surgical Equipment (counts as Medi-pack) and Rebreather.

Bionics: Head (Armour 5), Eyes/Ears, Legs (Armour 2, ¾-movement rate), Right Arm (Armour 2, +46 S), Part Left Arm (Armour 1)

Details of Skills:
Pain is Nothing: For the purposes of System Shock (both tests and SS value) and Consciousness, the character's toughness is increased by half. Additionally, the character ignores the first point of speed lost due to injury.
Surgeon's Blows: Blows that cause damage (after deductions for armour) have a 20% chance of causing double damage (on the damage that has been caused, not potential damage).

Details of Equipment:
Surgical Tools: Reach: 1, Dam: D6, PP: -50% (There is a 75% chance that if used to parry the tools will be broken randomise between scalpel and combat needle)
Bone Saw: Reach 2, Dam: 2D10, PP: -10%
Medical Claw: Reach: 1, Dam: D6+2, PP: -20% (Grasp Attack: If he opts to do this, there is a further -30% chance to hit. However, if the blow hits (and is not parried) the claw's damage value goes up to 2D6+2 and the Surgical Tools receive a free, automatically hitting attack on the location)
Combat Needle: If a blow is landed with the surgical tools, and the amount of damage defeats the armour on the location, the player can opt to use the combat needle instead of causing damage.
Shut Down Toxin: The character must take a toxin test (blood based), for every 20% he fails by he is paralyzed for D3 turns. Each recovery phase a toughness test is required (subtract 10% for each turn paralyzed), if failed by more than 100% the character must test for system shock. (e.g. a character is toughness 60, they have been paralyzed for 2 turns so take a test at toughness 40 [2 turns = -20% toughness]. If the player rolls 80+ the character must test for system shock).
Magnifying Scope: With this Tekeshi can zoom in on details on an object that is within arms reach. He can enlarge an image to over three hundred percent. It also works at a range and allows Tekeshi to enlarge an area. If Tekeshi looks at a specified location over 20 yrds and under 50 yrds away he increases his chances of visually detecting by 50%.   

Background:
Tekeshi originates from Ryza, whilst in his youthful training he showed great promise in biology. His lecturers identified this and moved him into a mechanicus biologist school. Later Tekeshi became involved with gene manipulation and cloning technology.
In a fire in his laboratory Tekeshi lost his right arm and majority of his face including his eyes. This coupled with attempts to improve his surgical abilities and to combat the aging process Tekeshi has had several bionic additions and replacements.   
To be finished

Personality:
Tekeshi is, like all that have spent any time in the mechanicus, very logical. This system of logic results in carefully considered actions. This logical approach is further by the partially bionic brain that he has had built. 
His aims of achieving a successful altered man drive him onwards, yet at times, this has brought conflict between him and Odanodan, for what the Adeptus Mechanicus needs is not all ways what the Inquisition wants and visa versa. Although blows have never been traded, the vocal arguments have been incredibly heated.
Tekeshi avoids combat when possible, for it would be unwise to die without developing a working process to make the altered man. However, his surgical training makes him a very dangerous foe.

Weapons/Equipment:
All of Tekeshi's weapons are his normal tools for surgery. Both the bone saw and the medical claw can be replaced with other tools when required. The bionics that house them are the result of a fire and age.
The inbuilt scopes, particularly the Magnifying Scope, were initially to improve his surgical skills. They have been useful on the battlefield, detecting enemies at a range.

Brief Summary:
To be finished


Experiment 295 (Eleazar)


Right Hand Side
Back
Left Hand Side

Stats:
WS  BS  S T I Wp Sg Nv Ld S
56 60 56 61 48 76 23 49 35 4

Right handed
Skills: Extreme Pariah, Terrifying (to psykers), Soulless Shriek (Diff 5), Wyrd: Demoralising Aura, Physical Cripple, Simple

Weapons: Auto pistol, Belt-fed Stubber, Spear

Armour: Flak (3) on Chest, Abdomen, Groin, Right Arm

Equipment: Auto pistol reload, Stubber Belt (10 Bullets)

Bionics: Right Leg (+3 Armour)

Details of Skills:
Soulless Shriek: See Psychic Shriek in main rulebook. This can be defend against like a psychic power but the psyker taking the test is at a further -3D10 modifier.
Demoralising Aura: This is a ranged power, with a maximum circular radius range of 8 yrds. The victims must pass a Nerve test or be pinned, just as if they had been hit with a shooting attack, with an additional negative modifier to their Nerve value equal to the amount the test was passed by.
Physical Cripple: Eleazar cannot sprint and all other movement rates are at ¾ distance. It is impossible for him to raise his left arm over head height.
Extreme Pariah: The character has no presence in the Immaterium. For that reason no psychic powers maybe used directly against him. Also, any Psychic power used or directed at anyone or thing within 10 yards of the Pariah suffers a -60% difficulty modifier in addition to any other modifiers. Daemons and Creatures of the warp cannot see a Pariah but can be aware of his actions ie hear his weapon firing, moving an object etc. To spot a Pariah a Daemonic entity must pass a -40% Initiative test. If the Pariah Character has been making noise as explained above then the modifier is -20%. Additional mods can be made for shooting a Pariah if the GM desires. The Pariah can attempt to nullify psychic powers used against them as if they were a psyker. 
Simple: Eleazar has the mind of a prepubescent teen, therefore is easily distracted from the job at hand also he has a strange love for explosions and firing his guns. If he is not under direct control from Odanodan or Tekeshi he will carryout anything that appears appropriate (e.g. shoot will all guns blazing at the nearest enemy). 
   
Background:
Eleazar was created by Odanodan. He is the product of numerous trials, a successful breeding of two pariahs then vat grown with select alterations carried out by Tekeshi. During this development time side affects manifested in the growing baby, its' spine twisted and unusual muscle growth occurred. When Eleazar was "born", Odanodan and Tekeshi thought they had another failed experiment, yet using their bound test psykers they soon discovered that he was the most potent pariah they had made. They kept him.
As Eleazar grew up it became apparent that he was nigh on invincible to psychic attack, to such an extent that the test psykers feared him coming near to them. However it was discovered that his mutation was not just physical, his mental capabilities were limited to that of a prepubescent teen. To make him battlefield capable Odanodan had Eleazar most crippled leg removed and replaced with a bionic one. As he struggled to learn anything academic, Odanodan instructed him in combat techniques especially shooting, which Eleazar highly enjoyed and proved to be a competent shot. 
At the age of nineteen Eleazar joined Odanodan on his first mission. Eleazar accidentally ambushed the group of wyches they were hunting, and in his fear lashed out against them. With their psychic presence removed and the terror of this soulless mutant caused, Eleazar opened fire with his pistols. Then the unexpected happened, his pariah abilities blasted forth, burning out the minds of his adversaries. When Odanodan arrived, the covent members were dead or reduced to mindless wretches screaming in fear.
From that point onwards, Eleazar has accompanied Odanodan. A father-son relationship developed, with Eleazar adoring his father figure. To try to understand why Eleazar is so powerful, Odanodan has had a special recording device built that is strapped to Eleazar's back.

Personality:
Eleazar is very much like a child in many respects. He adores Odanodan without question and will do what ever is asked of him. He also enjoys spending time with Tekeshi, even if it is so he can play about in the lab.
He is rather excitable and prone to "being silly". He enjoys firing his guns.
The consequences of his actions are typically not thought through, and this has caused Odanodan problems in the past.
He makes friends easily but this is a rare chance for his is normally accompanying Odanodan on a mission.
He has been known to run and hide when being shot at, yet is remarkably fearless when combating psykers to such an extent that he has been in trouble several times by getting in too deep.   

Brief Summary:
A successful experiment by Odanodan and Tekeshi. Highly potent pariah. Crippled and mentally a prepubescent teen. Sees Odanodan as a father figure. 



Experiment 001 (Zálinni)


Right Hand Side
Back
Left Hand Side

Stats:
WS  BS  S T I Wp Sg Nv Ld S
66 61 67 65 64 68 40 59 58 4

Left handed
Skills: Soulless One, Athlete, Hipshooting

Weapons: Autopistol, Pump Action Shotgun, Ripper Short-sword, Knife

Armour: Light Carapace (5) Chest, Abdomen, Flak (3) Arms, Legs, Groin.

Equipment: Gland Adrenal Spike (5 doses), Scatter Shotgun Shells (10), Solid Slug Shells (15), (2) Psy-Rounds, 2 Autopistol reloads

Details of Equipment:
Ripper Short-sword: Reach: 2, Damage: 2D10, PP: 20%

Details of Skills:
Soulless One: Any Psychic power used or directed at anyone or thing within 5 yards of the character suffers a –30% difficulty modifier in addition to any other modifiers. All daemons, daemon host, other denizens of the warp and psykers using a psychic sense are at –30% to detect this character, even in plain sight. If they fail they have no idea where the character is. If the Character has been making noise as explained above then the modifier is –10% The character has no or little compassion, feelings or emotional abilities (if they do feel anything it will normally be hatred). They are entirely selfish, working with people only to improve their own position/situation. Any psyker within 5 yrds (or using a ranged power against this character) can feel this and must take a nerve test or feel their spirit crushed (obvious certain character can ignore this e.g. daemonhosts, chaos characters etc. [GM to choose affects]).

Background:
Older than Eleazar, Zálinni was the result of some of the earlier experiments by Odanodan. Born naturally to a blunt mother using genes from a pariah, Zálinni was highly promising as he grew up. He was highly intelligent, strong and good at a range of combat techniques.
A flaw from his background and the rigorous tests that he was put through was growing inside him. By the time Zálinni was fifteen it was clear that he was a sociopath, he cared for no one and had immense hatred for those that had put 'god on the chair'. For Odanodan's upbringing of Zálinni had been highly religious, this coupled with his sociopathic nature made him one of the most loyal followers of the Imperial Cult.
Odanodan started using Zálinni when he was about twenty. The first mission that Zálinni was involved in required the storming of a hab block, where a group of cultists were storing artefacts. Zálinni eagerly killed, with no remorse for those innocent civilians caught in the crossfire, gunning them down as quickly as the cultists. To him they should have dealt with the cultists and now deserved what they got.         
After a series of events similar to this, including the raping of a woman "because she needed to do her duty" (which he shot after for not fulfilling her duty to the Emperor) and the killing of an astropath "he looked possessed" Odanodan became wary of using Zálinni. He now is carefully deployed, for even Odanodan struggles to control him. Odanodan will not leave Zálinni alone with any prisoners, for they normally turn up dead before he gets chance to interrogate them.
Zálinni has been responsible for the deaths of several arch heretics, because of his expertise in combat and untouchable abilities. He has also killed an Eldar warlock.

Personality:
Zálinni is a man of hate. He hates all that stand against him, for he is doing the Emperor's work and to him no one should stop the Emperor's work. He slightly resents Odanodan for restricting him from working, but would never dare cross the inquisitor because he is ordained in the holy light of the Emperor.   

Weapons/Equipment:
Zálinni carries a pump action shotgun that was given to him by Odanodan. Odanodan thought it was appropriate that his main combat trooper was well equipped. Zálinni has access to rare shell types due to his master's status, but particularly likes using standard solid shot shells for the satisfying impact they make on his targets.
The custom ripper short-sword was another gift from Odanodan. Zálinni, a redemptionist at heart, uses the rending chainblade to great affect. Personally, Zálinni thinks that it is a just punishment for turning against the Emperor. He normally finishes the Emperor's enemies with a revved-up blow through the stomach, extending their pain.
Odanodan had Zálinni implanted with an Adrenal Spike as to further improve his combat abilities.     

Brief Summary:
One of Odanodan and Tekeshi's experiments. Sociopath. Now used as a shock trooper. Good combat fighter.