Re: Characters
Name: Sindri Myr
Gender: Male
Age: 20 (biological age)/30 (actual age)
Race: Human
Physical Description: Sindri is a rather slim person of average height. He has short blonde hair and blue eyes. He prefers to wear black clothes, usually opting for casual wear that doesn't make his stand out too much. He also wears glasses - his eyesight isn't perfect.
Backstory: Sindri was, in his previous life, a powerful sorcerer and the right hand of lord Bale, one of the leaders of the Alpha Legion, a powerful legion of Chaos Space Marines. He died during a campaign on planet Tartarus, where he sought to harness the power of an artifact called Maledictum and ascend into daemonhood. Altough he succeeded, he was killed by Gabriel Angelos, captain of the Blood Ravens, a legion of Space Marines loyal to the Emperor of Mankind. The demon imprisoned in the Maledictum escaped, however, and took Sindri's soul with him.
In the warp, a dimension shaped entirely by thoughts of living beings, souls were often used as a form of resource or currency, and some were worth more than others. Sindri's soul was bought out by Tzeentch, the Chaos God of change. Altough stripped of all power, Myr was still useful, and the Lord of Sorcery intended to capitalize on that.
Sindri's soul was wiped blank and the former sorcerer was reincarnated as a normal human on a backwater planet somewhere in the Imperium or Man. Out of a sense of irony, perhaps, Tzeentch made sure that his servant had the same name in his second life. Myr was raised like a normal person and to be honest, he remained completely normal for 17 years. Then, he started to hear voices in his head.
One of the greatest dangers a human can face is staying near a psyker. They draw their power from the Warp, a twisted and cruel world filled with unspeakable horrors. Minds that pulse with power are like beacons to daemons and warpspawn, and raw psychic energy can be just as dangerous and unpredictable as those creatures. Sindri's psychic talents were dormant for most of his life and no one really bothered to perform thorough checks in his colony. The guardsmen stationed there were far from being a model example of the Imperium's soldiers. Lacking the proper training to control his talents, Myr was an easy target for a Lord of Change, greater daemon of Tzeentch. The creature was imprisoned in a place under the barracks of the Guard, but as time passed, the seal grew weaker. The young psyker was easy to recruit - the influence of the Warp has a lasting effect on all beings.
Sindri eagerly listened to the daemon's speech, learning the ways of chaos. The daemon saw potential in his young servant and taught him how to use his talents. In exchange, Sindri was supposed to release the being from it's prison. Altough thanks to the daemon's influence a few hidden chaos cults started to emerge, they were divided and their leaders incompetent. Sindri joined one of the cults and eventually took over, gaining the loyalty of some cultists and disposing of the rest. Then he united the remaining cults under his command, hiding behind the back of a "council" formed by a few figures well-known among the cultists.
He also began the infiltration of the local regiment of guardsmen, eventually succeeding in forming a circle of cultists among them. The corrupt officers were more interested in milking the colony for all it was worth, making the lives of it's inhabitants harder. They had no idea how much they did to support Sindri's plans. It took him three years to develop a net of cultist that gave him access to every important facility in the colony - and fool everyone into thinking that he wasn't directly responsible. The "council of leadership" proved to be useful, and eager to do as they were told in exchange for small, carefully chosen bits of forbidden knowledge that Sindri learned from the Lord of Change.
With a sizeable force under his command and a bunch of fools who appeared to be in control, Sindri could pull off his plan. He used cultists of Khorne to destabilize the colony first, drawing the guardsmen in and provoking a battle. Myr was aware that his subordinates were horribly outmatched. He also knew that the resulting bloodbath would draw the attention of daemons of Khorne, and carefully prepared rituals to open portals at key facilities. When the blood started to flow, Bloodletters of Khorne began to pop in, and the violence quickly escalated. This, of course, forced most of the Imperial forces into the city, letting Sindri and his followers seize the military base and cut the guard off. While the traitor guardsmen and cultist fought against the loyalists, the "council" prepared a ritual to release the daemon. They were aware of it's existence, Myr had to reveal the source of his information at one point. They weren't aware of Myr's plans.
Sindri was originally supposed to perform the ritual with the leaders, but he delayed his arrival, hoping they'd start without him to hog all the glory. He counted on their empty pride, and he got what he wanted. The "council" performed the ritual in the daemon's sanctuary, unaware of the fact that they've merely marked themselves as sacrifices. In the meantime, Sindri and his most loyal servants performed another ritual outside, feeding the souls of the "council" to the daemon and breaking it's seal. With the Lord of Change's help, Sindri opened a portal into the warp and rallied daemons against the guard, winning the battle and securing the colony. This was merely the beginning.
The whole incident was nothing more than the first test for young Myr, a test made by Tzeentch himself. Pleased with the result, the Chaos God called Sindri into the Warp, gifted him with the powers of a sorcerer and used him as a lesser champion for ten years. Due to the effects the Warp had on time and space, the young man didn't age at all. Eventually, when Tzeentch ensured that his new servant was ready, he gave him a very vague instruction (which, depending on the interpretation, could mean anything), new clothes and a weapon, then sent Sindri into a new location. All in order to complete another step in the Chaos God's master plan.
Powers: Sindri is a Chaos Sorcerer - a psyker who was granted access to powers of the Warp by Tzeentch. He can sense things that other humans can't and has an array of psychic powers like telepathy (one way only, unless the other person is a telepath as well) and telekinesis (limited to objects no bigger and heavier than a large dog - lifting bigger things can cause serious complications). Myr posesses some knowledge of rituals and daemons, even if using some of them is way beyond his abilities. He can also convert his mental might into energy and summon demonic forces to his aid. This grants him several powers.
Bolt - a simple blast of psychic energy that manifests as lightning. Fast, cheap and reliable, but not very strong against opponents with proper protection.
Warpfire - blood-red flames used only by those who have access to daemonic power. Due to their supernatural nature, there is little they aren't useful against, but using them is a bit harder than simply shooting a psi-bolt. On top of that, like normal flames, they usually need some time to consume their targets completely. Useless against any demons who can control flames.
Shockwave - another power common among psykers, the caster gathers energy, then releases it in one blast, throwing everyone around him away. It takes longer to prepare than normal attacks and requires much more effort. A slightly harder version of the attack releases energy in one direction instead of all around the user. Depending on the amount of energy used, the power of this attack may change.
Doombolt - a spell used only by chaos sorcerers, Doombolt is a volley of projectiles instead of a single shot. The user focuses both psychic and warp energy, then chooses a target (or targets) and unleashes a barrage of energy blasts that seek out their victims. Stronger than bolts or warpfire, but more taxing as well. Good for tempering a ticked off lesser daemon.
Warptime - an interesting ability that slightly alters the flow of time in a small area around the sorcerer. As a result, he can move and strike with great precision, considering that his perception of time changes. On the other hand, this ability is useful only for allowing the user to fight in melee at 100% of his capabilities, and requires constant focus. Using other abilities disrupts it temporarily, which can create dangerous openings.
Chains of Torment - proof that the immaterial can affect the material. The sorcerer manifests chains from any surface that ensnare his victim. If he struggles, the chains will deploy barbs and spikes to harm the creature they're holding down. This ability, while painful, is non-lethal.
Marks - not a power per se. Sindri can brand a creature or object with various marks of Chaos Gods to invoke various effects, positive or negative. However, those who are marked will certainly be corrupted by the ruinous powers of the Warp. This can also be a good or bad thing.
Warp - short range teleportation. Unreliable and difficult to pull off, mainly because of Sindri's lack of practice.
Weapon: Sindri wields a force blade, an interesting variation of a power sword. Instead of using technology to create an energy field around the blade, the sword is powered by Myr's own psychic might, and can be used to channel some of his attacks (like shockwaves or warpfire). Sindri usually stores it in a fixed location at the edge of the warp, summoning it when necessary.
Weakness: Psykers may affect the Warp, but Warp affects them as well. As a result, Sindri, who is still very young for a sorcerer, has to be very careful in order to avoid ending up with his brain in his shoes, or worse. Spontaneous daemonic manifestation can be very unpleasant. Myr needs to maintain an iron grip on his consciousness while utilizing his powers, and even with that, certain amounts of damage are unavoidable. Chaos can corrupt in subtle ways as well, and when channeling the powers of the Warp, Sindri can cause certain effects in people (and not only that) by his mere presence. Those who fight against demonic forces will immediately recognize him as an enemy as well. On top of that, many of the rituals he can perform require sacrifices.
Personality: Level-headed and calm, Sindri rarely loses his temper. He may appear rather aloof and distant, and usually doesn't socialize with others any more than necessary. While intelligent, he is a bit naive with his ideals and has troubles understanding certain (usually positive) emotions. He usually keeps a poker face, never showing any strong emotion. He likes to sometimes push people's buttons and see what happens to amuse himself. Appreciates irony and sarcasm, has a bit dark sense of humor. His voice is rather deep, but he speaks calmly even when irritated. Altough he has no qualms about using others as pawns, he finds it hard to sacrifice or decieve those who gained his sympathy. A bit inexperienced with his abilities, Sindri's still groping to find their limits.