Gregorius21778 249 Posted November 20, 2010 (Originally inteded as a possible bodyguard and toy for Lady Sinderfell)The Kelash Abominations Melassio Kelash is a renegade Magos Biologis hunted by Adeptus Mechanicus and the Inquisition alike for the creation of the transgenetic blasphemies he dubbed “the Radiant” and are known to the Archives as “the Kelash Abominations”. Exploring means of generating a new breed of warrior, he used discoveries in his research of the [ACCESS DENIED] and forbidden techniques of the Dark Age of Technology to create a mockery of human live spliced with non-human genes laced with strains from psy-active beings (human and otherwise). While the majority of his force-grown homunculi where nonviable, those he deemed a success soon let to his excommunication. A Kelash Abomination is superficially resembling a human being with a powerful physique, if rather well-fed and with an oily skin. But the lack of any facial features besides the mouth, any primary sexual organs or naval cleary marks the creature as what it is – an abomination. How this creature perceive their surrounding is not clear, but theories indicate it might be some kind of warp sense. Breed as a warrior, the encountered specimen seem fearless, relentless and utterly devoted to their master. Their strength is reported to be beyond human limits. But there bodies are not, and combat reports show that there strength but so much strain on there flesh and bone that they literally break themselves. All of this would not raise them above all the other failed experiments of deluded fools, where it not for a certain psychic quality: the creature literally radiate (hence Kelash heretical naming) a feel of calm and confidence. Until harmed. In that moment, they start to radiate multiple times the pain which they themselves do not seem to feel. This radiance is suspected to be corrupting by many of the Inquisition who are learned in such topics, and thereby these abominations are even more dire a threat. The heretk Melassio Kelash now seems to sell his creations to those willing to deal with such things, a practice of his which is commonly believed to be an afford to gather founds for more experiments regarding his creations. By actual records, the Kelash Abominations are found to be unstable and are thereby degenerating in a matter of month. A trait Kelash doubtlessly wants to remove. Kelas Abominations are normally sold as bodyguards, but the latest investigations show that they have found a more perverted use as well… Quote Share this post Link to post Share on other sites
Gregorius21778 249 Posted November 20, 2010 The Radiant (Kelash Transgenetic Abomination / KTA) WS BS S T AG INT PER WP Fel Wounds Move 44 - 50(5)(+)** 50* 38 25 37 50 - 18 3 / 6 / 9 / 18 Insanity Points: 32 Corruption Points: 32 Traits: Blind; Fear (Disturbing; if unnatural features are not concealed); Frenzied Strength**; The Radiant***; Unnatural Senses (30m); Unstable Genetic*; Relentless****; Psychic bound*****; Talents: Berserker Charge; Chem Geld; Combat Master; Crushing Blow*; Decadence*; Die Hard; Fearless; Furious Assault; Hardy*; Melee Weapon Training (Primitive; Chain; Energy); Talented (Awareness); Rapid Reaction; Resistance (Poisons); Sprint; True Grit; Mute; Skills: Awareness+20; Climb; Swim; Dodge; Speak Language (Low Gothic; only for Understanding). *Unstable Genetic: Every week, the Radiant has to pass a Toughness test or will lose 1d5 points of toughness and strength. Thereby, the Toughness and Strength stats given are the maximum. The Radiant will lose the Hardy-Talent as soon as Toughness drops below 40 and the Crushing Blow Talent as soon as Strenght drops below 4. Decadence will likewise be lost after Toughness drops below 30. ** Frenzied Strength: Once wounded, the Radiant will use all of his power in combat and thereby gain the Unnatural Strength(x2) trait. Due to the strain this strength puts onto the body, the Radiant must pass a Toughness test each round or suffer from 1d5 wounds from damage to bone and tissue. If this result in critical wounds, treat them a rending damage to the body. *** The Radiant: The Kelash Abomination is not treated as a psyker, but it can be sensed with Psyniscience like it would use a psychic power. This test is one step more difficult. Anyone within 15m of an unwounded Radiant will gain the Resistance (Fear) Talent (no bonus if already owning this or the Fearless talent). All effects inducing pain (Shock Mauls, certain psy powers) are instead redirected to all within 15 meters. The same is true to all other sensations (i.e. certain euphoria inducing drugs). If the Abomination is wounded, everyone but within 15m will experience pain and will thereby suffer a penalty on all tests equal to the lost wounds of the radiant. This has no effects on targets incapable of feeling pain. If the Abomination dies, everyone within 20 meters must pass a difficult willpower test or become stunned for 1d10 –WPB rounds (minimum: 1). This has no effects on targets incapable of feeling pain. For every month somebody spend in the company of a Radiant, a (n)pc will gain one point of corruption due to the warping influence of the Radiance. ****Relentless: The Abomination is immune to stun, does not feel pain and does not suffer penalties from fatigue. It recovers fatigue in minutes, not in hours. It is not effected by the “the Radiant” trait of others of its kind. *****Psychic Bound: After “awaking” in its laboratory vat, the Radiant forms a bound with all sentient being it perceives at this moment. It will follow the command of these subjects. If contradicting commands are given, chose randomly which command is followed. If the Abomination cannot perceive its “Master” any longer, it will instantly go Berserk and try to find its master. Quote Share this post Link to post Share on other sites
Gregorius21778 249 Posted November 20, 2010 Kelash Abominations in your existing campaign: One or more "Radiant" could easly end up in service as a bodyguard to any kingpin you might have in your ongoing games In a BeastHouse centered story, these creatures could easily show up in an arena (which are normaly much smaller then 40 meters), used by there owners as gladiators. Pc could end up hunting the Heretek Kelash themselves, following his trail from a rumour of a "Radiant" in the entourage of a Recidivist up to Kelash laboratory onboard of an Calixian Tramp Freigther commanded by an scrupelous FreeCaptain. Can the pc sneak on board, destroy the lab and kill Kelash and the Captain or will they need to order the destruction of the Freigther which will lead to the decade long isolation of a feudal backwater world from the Imperium of Men? Keelash could have recently joined the ranks of the Logicians, perhaps as an replacement (or pupil? Or master of...) "the Churgeon" from "Edge of Darkness" Anyhow, if confronted as a "site note", allow your pc a test for "Forbidden Lore (Heresy)" or "Forbidden Lore (Cult) to know about this transgenetic blasphemy and it´s abilites. Quote Share this post Link to post Share on other sites
Luthor Harkon 13 Posted November 20, 2010 Looks great. I have no real improvement suggestions. I would simplify a few things maybe like giving it the ‘From Beyond’ trait instead inventing a new one called ‘Relentless’ and I am not sure whether talents like ‘Chem Geld’ and ‘Decadence’ are really needed anyway then (sometimes less is more). ‘Mute’ is not a talent s such, but I would give it ‘Blind Fighting’ as a talent. Furthermore I would give any potential victims of its ‘The Radiant’ power a WP-test to resist it (maybe modified one way or the other); otherwise it seems too powerful as it affects simply everything/-one and because DH is all about willpower and overcoming (or delaying…) the threat of insanity. Quote Share this post Link to post Share on other sites
Gregorius21778 249 Posted November 20, 2010 Hi Luthor, thanks for your reply Luthor Harkon said: I would simplify a few things maybe like giving it the ‘From Beyond’ trait instead inventing a new one called ‘Relentless’ and I am not sure whether talents like ‘Chem Geld’ and ‘Decadence’ are really needed anyway then (sometimes less is more). ‘Mute’ is not a talent s such, but I would give it ‘Blind Fighting’ as a talent. Furthermore I would give any potential victims of its ‘The Radiant’ power a WP-test to resist it (maybe modified one way or the other); otherwise it seems too powerful as it affects simply everything/-one and because DH is all about willpower and overcoming (or delaying…) the threat of insanity. While I see your point, the "From Beyound" trait is granting Immunity to Psychic Powers and not to Stun. While I deliberately gave the creature a high Willpower, I did not want to grant it immunity against Mind Control and such. I will take "Mute" out of the Talents and simply list it under it´s trait (although this is just cosmetic). You are right about the Chem-Geld, but I want to keep the Decadence to emphasize the Hardiness and point to the fact that it might be abused as "surrogate drug user" (it gains the drugs sight effect, you gain the effect). I deliberately left Blind Fighting out of it since it isn´t "blind" in the literal sense (warp sense). I just chose the trait as a "reminder" that "blinding it" will simply not do the trick. You are absolutely right about the Willpower check. I will incorporate this in the next version. Thanks for the input. Quote Share this post Link to post Share on other sites
Luthor Harkon 13 Posted November 21, 2010 Yep, you are right. I somehow confused 'From Beyond' with 'The Stuff of Nighmares. So, just the insert WP-test (maybe some more consequences (e.g. Psychic Phaenomena) for nearby Psykers) and unleash it on you unsuspecting acolytes... Quote Share this post Link to post Share on other sites