Post by deldar on Apr 18, 2011 21:07:00 GMT -5
Cbox Name: Bisenti
Nicknames: DNA
Main Account: Hazama
Who else do you play?: Hazama, Forces of Chaos, Shuma-Gorath
How did you find us?: PINEAPPLES
Category: Original Characters, Unoriginal creation.
Name(s): Vla'dam Nin'vasa and Hark'on Nin'vasa
Alias: The Trueborn, the Left and Right hands of the Archon, Kabalite Trueborn of the Kabal of the Bladed Locust, The Raiders, The Seer Brothers, Eyes of the Kabal, Craftworld Bastards, the Dracons
Age: Thirty Four thousand years old
Ranking: Villain
Physical Appearance:
Vla'dam on the left, Hark'on on the right
Personality: The brothers Nin'vasa are arrogant sadomasochistic racist pirates from outer space and the future. Well, perhaps /racist/ wouldn't be the right term. For you see, the dynamic duo are aliens, and not just that, highly prideful aliens from a highly prideful race from a universe where genocide is the galactic-wide foreign policy of humanity. It's sort of excusible on a level or too...
But other than that, the Nin'vasa twins enjoy spreading pain, misfortune, taking slaves, and otherwise being unpleasent people. Of course, this wasn't their chooseing-- it's literally required for the Dark Eldar to maintain their effectively immortal life-spans, for if they stopped causing such mayhem, She-Who-Thirsts, the Chaos God Slaneesh, would claim their souls and the souls of their entire race for an eternity of torture within her demented plane of oblivion.
A side effect of this is that the Dark Eldar actually enjoy it at this point. The Nin'vasa included.
But how the the Nin'vasa twins different? Glad you asked. Both of them belong to a particularly proud Kabal, and fact that they aren't so intuned with. Infact, while the duo are of course proud, they aren't nearly as such as most any other member of the race, and often care little for tradition. They're both rather affable, being polite and good humored to their eventual slaves and victims, and generally just wish for a good time to head their way. And of course, since their Dark Eldar, that good time is rather...
Powers/Abilities:
All these wonderful toys...: The Dark Eldar are a far more sophistcated and technically advanced race than even 41st Millennial humans, let alone 21st century ones...the more elite of them even more so. As such, The Seer Brothers are likely never to be at a lack of some shiny new toy or some sort of technological advantage.
Power from Pain: Pain is a constant ally and friend to a citizen of Commograh, and a Kabalite even more so. De-pendant on both pain taken or inflicted, the brothers are likely to fight twice as fearsome, skilled, and depraved as beforehand.
For Commograh! For the Kabal! For the Dark Eldar!: Eldar of all varieties have much sharper senses than a normal human being, being able to see far more vividly, hear more intuned, and taste far more magnanimously. The Eldar are build taller, and their bone structure makes them harder to knock down and far more flexible and quick. The Dark Eldar in particular have even more intuned senses, being able to see clearly in the dark. Count this doubley so for the Trueborn elite of an Archon's Kabal, and you have some very skillful foes.
Equipment: As Dark Eldar on a 'hunting trip', the duo packed plenty of toys along for their 'century long vacation'. Listed below are the primary ones.
Ghostplate Armour: A sturdy armor that can deflect most low-caliber bullets with ease and is form fitting and flexible as well. However, Ghostplate's true use lies in it's mystical properties, which will occasionally allow the Dark Eldar to fade in and our of existence in times of need-- such as when being fired upon by a tank.
Combat Drugs: When the going gets tough, the Dark Eldar take a shit ton of drugs! Used to amp up the senses before a battle, this will turn a Dark Eldar into a vicious, sword-slicing machine if injected. It's ownly downside is drastic shortage of the user's lifespan, but hey, the Dark Eldar can always have Haemunculi sow 'em back to life, so who cares?
Splinter Weapondry: Splinter weapons are very very Dark Eldar. Each one is a powerful, piercing crystal, coated and infused with a deadly neurotoxin. Whilst it alone isn't going to kill you, a single blow with the toxin will indeed kill even an elephant. However, there is only a 1 in 6 chance of the toxin taking effect, and even when it does, for more tolerant targets, it'll taken more than one to keep 'em dead. Splinter Weapons come in Rifle, Pistol and Cannon forms and are the primary armorments of the two brothers.
Shredders: Shot from a cannon, a Shredder is a giant net that captures prey within it's 'radius' closing in and crushing victims within it until they are sliced into bloody ribbons or stop struggling, at which point they are often taken as slaves and other unpleasant activities.
Darklight Weapondry: The merchants of Commograh are renowned galatically for their expertise in defying the laws of physics as to find new and interesting ways to kill. Darklight technology exemplifies this, firing 'darklight', a substance unknown to anyone but the makers. Darklight catastrophically collides with the target, boring a hole through the heaviest of armor and vaporizing footsoldiers with relative ease. To even comprehend Darklight under certain settings can leave permanent scars upon a being's retina. Darklight weapons include the Blaster, The Blast Pistol, and the Dark Lance.
Disentigrator Cannon: Normally vehicle mounted, the Disintegratior Cannon contains energy from long dead supernovas. Far more sophisticated than messy plasma weapon-dry, the cannon maintains a good rate of fire and is cool to the touch despite the ravenous energies inside.
Hexrifles: Hexrifles shoot out small crystalined shards covered with the infamous 'Glass Plague' that had once assailed the dark city of Commograh. Contact with these rifles will instill the sickness to you, transforming flesh to clear, crystal statues. Often, these rifles are used as assassinations and then trophy makers, but it is just as possible for an Eldar to use it for easy capture and transporting slaves or even to decorate his humble abode with. In rare cases that statues retain sentince through the process, those ressurected often tell tales that are best left untold, both about their glass prison-- and of their days among the horrid pirates of the 41st Millenia.
Agonizers: Agonizers take many forms, from whips to bladed flails, but in all cases it uses sophisticated technology that sends a victim's senses haywire and burns out nerves in sheering pain. All in all, Agonizers are rather uncomfortable, as well as deadly.
Venom Blades: Traditional, vorpal sharp blades barbed with a multitude of the galaxies most powerful poisons--- Hypertoxins. Death awaits the weak struck by these blades, and only the strong can survive a hit or two. Normally, it is best to retreat when stuck by one, for if you life to tell the tail, you will soon pass out and be captured alive by the Dark Eldar-- and you most certainly do /not/ want that.
Haywire Grenades: Haywire Grenades are odd bits of equpitment, used for anti-vehicle or technological work. Within instants, they short out all electronic signals, fields, or others such cal within the small radius of the 'explosion'.
Phantasm Grenade Launchers: Only a privileged few get access to Phantasm Grenades, and those whom do often pay the price for it-- normally cash and lots of it. And the weapons are worth every cent of it. Phantasms are installed into the back of armor and pop out a cylindrical grenade every once in a while. The grenade then explodes near the enemy, releasing a psychotropic drug that forces any whom inhale it to have terrible delusions and visions before normally passing out. Certain humans have been able to will themselves through this however.
Mindphase Gauntlets: These special close combat weapons can pacify even the most angry of a rampaging foe dead in their tracts, by saping both strength and will to empower the user. Those whom are hit by the gloves often lose the will to fight, and in some instances, will pass out. In particularly low-willed subjects, they are known to lose all free thought for a time, making them the favored weapons of the Homunculus Flesh Lords of Commograh.
Reaver Jetbikes: Reavers are anti-gravity jetbikes, and are by far the fastest that the galaxy has to offer. Those whom ride them are often skilled enough to cut asunder specific artieres from their serrated 'Bladevanes', large knifes that pop from the back of the bike. Very very fast, but also very very fragile.
Psychological Flaws:
Debauchery: The two Nin'vasas are typical in their race, as they really like to have a good time. A terribly, awfully, gory good time. And are also slaves to do as much. Almost any opportunity to cause ruin and have fun will be taken by either of the two.
Space Invaders: As space aliens, the two are rather, well...alien in human society today. As such, they are both curious and slightly fearful of modern day society, as well as incredibly ignorant as to how the world works at this point in Human history.
Physical Flaws:
I can take ya', come o-- ARRGGGH: The Dark Eldar are naturally dexterious and skilled. What they are not, however, is naturally strong nor tough. Infact, they are just as strong or tough as any human soldier would be (for that is, afterall, their occupation.)
Brief History: A womb is a valuable thing in Commograh. Most everyone within the Dark City haven't had the pleasure of a 'true birth', due to a great many factors, main of them all the ever watching eye of She-Who-Thirsts. However, the few who have are often treated as aristocracy, and are normally inducted and trained as the elite of a Kabal as personal guards of an Archon, and thusly, next in line for said position. Hark'on and Vla'dam were an especially rare and glorious occurance, as they were both unlikely twins from a dying noble house, with bloodlines stretched to the founding of the original Eldar Empire. Hark'on and Vla'dam were marked from birth to be Dracons, and perhaps Archons, by their nearly deceased house.
And so, like any other Trueborn, they were trained and trained and trained and trained, becoming the most skilled of their unit and becoming Dracons to the Archon of the Bladed Locust. However, while most Dracons were content to sit and wait for the standing Archon to be meet with an unfortunate 'accident', Hark'on and Vla'dam were extremely active in the Kabal activites, often planning elaborate and ingenious plans for raids and then acting them out themselves. The duo proved themselves as highly adaptable, competant, skilled, and above all, loyal to the Kabal, and showed very little ambition to the throne. In time, the Archon relied on them as his closest advisers and used them as his most trusted henchmen and assassins, often commanding in his absence.
Just as planned.
For you see, the duo were far craftier than the Archon had pegged them as, and had instead been plotting his demise from day one. Finally having him cornered by ten regiments of Imperial Guardsmen (while they lead the raid to abduct the entire civilian population of a planet), after the Archon's death, they bickered for quite some time among themselves as to who would actually be the next Archon. Within the three days it took them to decided to be 'Co-Archons', a new ambitious Dark Eldar had taken their rightful placed and exiled them in all but name. In reality they were sent as a 'scouting party', but the Archon instead had planned for them to have a 'webway incident' and thusly they did.
Unbeknown to her, they still lived.
Forty one thousand years into the past.
Needless to say, they don't particularly enjoy this particular fate, living amungst a bunch of smelly mon-keigh, and constantly plan to break out back into the Webway and the 'present day'. And they nearly succeeded!...untill Chaos showed up and wrecked their perfectly nice webway gate accidentally...
Reason for being on AM: WEBWAY PORTAL MALFUNCTION WHOOOOA
Theme Songs:
Nicknames: DNA
Main Account: Hazama
Who else do you play?: Hazama, Forces of Chaos, Shuma-Gorath
How did you find us?: PINEAPPLES
Category: Original Characters, Unoriginal creation.
Name(s): Vla'dam Nin'vasa and Hark'on Nin'vasa
Alias: The Trueborn, the Left and Right hands of the Archon, Kabalite Trueborn of the Kabal of the Bladed Locust, The Raiders, The Seer Brothers, Eyes of the Kabal, Craftworld Bastards, the Dracons
Age: Thirty Four thousand years old
Ranking: Villain
Physical Appearance:
Vla'dam on the left, Hark'on on the right
Personality: The brothers Nin'vasa are arrogant sadomasochistic racist pirates from outer space and the future. Well, perhaps /racist/ wouldn't be the right term. For you see, the dynamic duo are aliens, and not just that, highly prideful aliens from a highly prideful race from a universe where genocide is the galactic-wide foreign policy of humanity. It's sort of excusible on a level or too...
But other than that, the Nin'vasa twins enjoy spreading pain, misfortune, taking slaves, and otherwise being unpleasent people. Of course, this wasn't their chooseing-- it's literally required for the Dark Eldar to maintain their effectively immortal life-spans, for if they stopped causing such mayhem, She-Who-Thirsts, the Chaos God Slaneesh, would claim their souls and the souls of their entire race for an eternity of torture within her demented plane of oblivion.
A side effect of this is that the Dark Eldar actually enjoy it at this point. The Nin'vasa included.
But how the the Nin'vasa twins different? Glad you asked. Both of them belong to a particularly proud Kabal, and fact that they aren't so intuned with. Infact, while the duo are of course proud, they aren't nearly as such as most any other member of the race, and often care little for tradition. They're both rather affable, being polite and good humored to their eventual slaves and victims, and generally just wish for a good time to head their way. And of course, since their Dark Eldar, that good time is rather...
Powers/Abilities:
All these wonderful toys...: The Dark Eldar are a far more sophistcated and technically advanced race than even 41st Millennial humans, let alone 21st century ones...the more elite of them even more so. As such, The Seer Brothers are likely never to be at a lack of some shiny new toy or some sort of technological advantage.
Power from Pain: Pain is a constant ally and friend to a citizen of Commograh, and a Kabalite even more so. De-pendant on both pain taken or inflicted, the brothers are likely to fight twice as fearsome, skilled, and depraved as beforehand.
For Commograh! For the Kabal! For the Dark Eldar!: Eldar of all varieties have much sharper senses than a normal human being, being able to see far more vividly, hear more intuned, and taste far more magnanimously. The Eldar are build taller, and their bone structure makes them harder to knock down and far more flexible and quick. The Dark Eldar in particular have even more intuned senses, being able to see clearly in the dark. Count this doubley so for the Trueborn elite of an Archon's Kabal, and you have some very skillful foes.
Equipment: As Dark Eldar on a 'hunting trip', the duo packed plenty of toys along for their 'century long vacation'. Listed below are the primary ones.
Ghostplate Armour: A sturdy armor that can deflect most low-caliber bullets with ease and is form fitting and flexible as well. However, Ghostplate's true use lies in it's mystical properties, which will occasionally allow the Dark Eldar to fade in and our of existence in times of need-- such as when being fired upon by a tank.
Combat Drugs: When the going gets tough, the Dark Eldar take a shit ton of drugs! Used to amp up the senses before a battle, this will turn a Dark Eldar into a vicious, sword-slicing machine if injected. It's ownly downside is drastic shortage of the user's lifespan, but hey, the Dark Eldar can always have Haemunculi sow 'em back to life, so who cares?
Splinter Weapondry: Splinter weapons are very very Dark Eldar. Each one is a powerful, piercing crystal, coated and infused with a deadly neurotoxin. Whilst it alone isn't going to kill you, a single blow with the toxin will indeed kill even an elephant. However, there is only a 1 in 6 chance of the toxin taking effect, and even when it does, for more tolerant targets, it'll taken more than one to keep 'em dead. Splinter Weapons come in Rifle, Pistol and Cannon forms and are the primary armorments of the two brothers.
Shredders: Shot from a cannon, a Shredder is a giant net that captures prey within it's 'radius' closing in and crushing victims within it until they are sliced into bloody ribbons or stop struggling, at which point they are often taken as slaves and other unpleasant activities.
Darklight Weapondry: The merchants of Commograh are renowned galatically for their expertise in defying the laws of physics as to find new and interesting ways to kill. Darklight technology exemplifies this, firing 'darklight', a substance unknown to anyone but the makers. Darklight catastrophically collides with the target, boring a hole through the heaviest of armor and vaporizing footsoldiers with relative ease. To even comprehend Darklight under certain settings can leave permanent scars upon a being's retina. Darklight weapons include the Blaster, The Blast Pistol, and the Dark Lance.
Disentigrator Cannon: Normally vehicle mounted, the Disintegratior Cannon contains energy from long dead supernovas. Far more sophisticated than messy plasma weapon-dry, the cannon maintains a good rate of fire and is cool to the touch despite the ravenous energies inside.
Hexrifles: Hexrifles shoot out small crystalined shards covered with the infamous 'Glass Plague' that had once assailed the dark city of Commograh. Contact with these rifles will instill the sickness to you, transforming flesh to clear, crystal statues. Often, these rifles are used as assassinations and then trophy makers, but it is just as possible for an Eldar to use it for easy capture and transporting slaves or even to decorate his humble abode with. In rare cases that statues retain sentince through the process, those ressurected often tell tales that are best left untold, both about their glass prison-- and of their days among the horrid pirates of the 41st Millenia.
Agonizers: Agonizers take many forms, from whips to bladed flails, but in all cases it uses sophisticated technology that sends a victim's senses haywire and burns out nerves in sheering pain. All in all, Agonizers are rather uncomfortable, as well as deadly.
Venom Blades: Traditional, vorpal sharp blades barbed with a multitude of the galaxies most powerful poisons--- Hypertoxins. Death awaits the weak struck by these blades, and only the strong can survive a hit or two. Normally, it is best to retreat when stuck by one, for if you life to tell the tail, you will soon pass out and be captured alive by the Dark Eldar-- and you most certainly do /not/ want that.
Haywire Grenades: Haywire Grenades are odd bits of equpitment, used for anti-vehicle or technological work. Within instants, they short out all electronic signals, fields, or others such cal within the small radius of the 'explosion'.
Phantasm Grenade Launchers: Only a privileged few get access to Phantasm Grenades, and those whom do often pay the price for it-- normally cash and lots of it. And the weapons are worth every cent of it. Phantasms are installed into the back of armor and pop out a cylindrical grenade every once in a while. The grenade then explodes near the enemy, releasing a psychotropic drug that forces any whom inhale it to have terrible delusions and visions before normally passing out. Certain humans have been able to will themselves through this however.
Mindphase Gauntlets: These special close combat weapons can pacify even the most angry of a rampaging foe dead in their tracts, by saping both strength and will to empower the user. Those whom are hit by the gloves often lose the will to fight, and in some instances, will pass out. In particularly low-willed subjects, they are known to lose all free thought for a time, making them the favored weapons of the Homunculus Flesh Lords of Commograh.
Reaver Jetbikes: Reavers are anti-gravity jetbikes, and are by far the fastest that the galaxy has to offer. Those whom ride them are often skilled enough to cut asunder specific artieres from their serrated 'Bladevanes', large knifes that pop from the back of the bike. Very very fast, but also very very fragile.
Weaknesses
Psychological Flaws:
Debauchery: The two Nin'vasas are typical in their race, as they really like to have a good time. A terribly, awfully, gory good time. And are also slaves to do as much. Almost any opportunity to cause ruin and have fun will be taken by either of the two.
Space Invaders: As space aliens, the two are rather, well...alien in human society today. As such, they are both curious and slightly fearful of modern day society, as well as incredibly ignorant as to how the world works at this point in Human history.
Physical Flaws:
I can take ya', come o-- ARRGGGH: The Dark Eldar are naturally dexterious and skilled. What they are not, however, is naturally strong nor tough. Infact, they are just as strong or tough as any human soldier would be (for that is, afterall, their occupation.)
Brief History: A womb is a valuable thing in Commograh. Most everyone within the Dark City haven't had the pleasure of a 'true birth', due to a great many factors, main of them all the ever watching eye of She-Who-Thirsts. However, the few who have are often treated as aristocracy, and are normally inducted and trained as the elite of a Kabal as personal guards of an Archon, and thusly, next in line for said position. Hark'on and Vla'dam were an especially rare and glorious occurance, as they were both unlikely twins from a dying noble house, with bloodlines stretched to the founding of the original Eldar Empire. Hark'on and Vla'dam were marked from birth to be Dracons, and perhaps Archons, by their nearly deceased house.
And so, like any other Trueborn, they were trained and trained and trained and trained, becoming the most skilled of their unit and becoming Dracons to the Archon of the Bladed Locust. However, while most Dracons were content to sit and wait for the standing Archon to be meet with an unfortunate 'accident', Hark'on and Vla'dam were extremely active in the Kabal activites, often planning elaborate and ingenious plans for raids and then acting them out themselves. The duo proved themselves as highly adaptable, competant, skilled, and above all, loyal to the Kabal, and showed very little ambition to the throne. In time, the Archon relied on them as his closest advisers and used them as his most trusted henchmen and assassins, often commanding in his absence.
Just as planned.
For you see, the duo were far craftier than the Archon had pegged them as, and had instead been plotting his demise from day one. Finally having him cornered by ten regiments of Imperial Guardsmen (while they lead the raid to abduct the entire civilian population of a planet), after the Archon's death, they bickered for quite some time among themselves as to who would actually be the next Archon. Within the three days it took them to decided to be 'Co-Archons', a new ambitious Dark Eldar had taken their rightful placed and exiled them in all but name. In reality they were sent as a 'scouting party', but the Archon instead had planned for them to have a 'webway incident' and thusly they did.
Unbeknown to her, they still lived.
Forty one thousand years into the past.
Needless to say, they don't particularly enjoy this particular fate, living amungst a bunch of smelly mon-keigh, and constantly plan to break out back into the Webway and the 'present day'. And they nearly succeeded!...untill Chaos showed up and wrecked their perfectly nice webway gate accidentally...
Reason for being on AM: WEBWAY PORTAL MALFUNCTION WHOOOOA
Theme Songs: