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Trak and the Errata

Intro Video

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“We are here to claim-take this world in the name of the Errata! Rodents shall rule-rule, and all others drool-drool! Except for capybaras, those things are weird. Death-death to them all!”
Trak, the Absolute Madrat

Who Am I...

The Emperat of the Hellifynian Errata

My Story Is...

An Introduction to the Errata

 

Ready or not, man-things, here we come.

 

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They came from… outer space? Not likely. Another dimension? More likely. Your moldy basement that hasn’t been cleaned in ages and has a leaky septic tank? Very likely.

The Errata are, to put it simply, rat-people, and are a kind of living paradox. While they are fiercely individualistic, they also ultimately conform to a single ideology. They are selfish and conniving, yet all work together towards a single goal. Chaotic and prone to betrayal, yet converge under the guidance of a single master, who has, through great charisma, power, and no small amount of terrorizing, become the overlord of hundreds of billions of rat-men, all who ostensibly live, work, fight and die for themselves while simultaneously serving a higher -or in this case, lower- cause.

 

Erratic language is almost indistinguishable from the squeaking of mice, and indeed the two species are capable of understanding one another’s speech, although Errata usually have a great deal more to say. When speaking the common tongue, they tend to quickly repeat single words or provide alternatives to that word, either for emphasis or elaboration. Close inspection reveals that Erratic voices are much deeper and use many more inflections than normal mouse squeaking, to accommodate for the linguistic complexities of their more nuanced speech.

 

 

Erratic Society

 

Exactly how many Errata are on Hellifyno is unknown, but it can be safely assumed that there are some hundreds of billions of them currently active at any time, given how fast they are able to reproduce. While most Errata are chaotic and self-serving, this results in a very industrious and productive society; because each Errat is selfishly working to further their own gain within each field, they ultimately end up working in tandem towards similar, interconnecting goals, usually under the guidance of a Leaderat of whichever calling they belong to. These represent the pinnacles of Erratic society and achievement, with each one being the apex in whatever field they belong to. Individual burrows – districts – are usually ruled over by three Leaderats, who are in turn governed by three Magistrats. The latter three rule the entire burrowburg – a term which refers to an Erratic city, usually housing between one hundred billion and two hundred billion residents. It should be noted that Trak’s position of authority is a unique one devised by himself, for himself (and himself only).

 

 

The Meratocracy

 

Labourats, the lowest Errata on the totem pole, are simply used for menial tasks that the higher echelons of their society can’t be bothered to do. These are Errata with little ambition, creativity and intelligence. The majority of Errata are Labourats, with their numbers only being approached by Soldierats, and can be found in the service of all the other castes. In times of war, they are equipped with shoddy blades, makeshift cudgels and sent out to die in droves, thrust into the meat grinder so that their more prestigious brethren might secure victory.

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Soldierats, the fighting force that makes up a large amount of the Meratocracy. Soldierats are cheap to train and equip en masse, generally poorly disciplined and only strong in numbers. Under the command of a competent Fighterat, though, Soldierats can become fearsome raiders or stalwart defenders.

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Berserkerats, inexplicably mutated Errata that can grow to nine or ten feet, and are impossibly strong and fast. While their intelligence usually winds up being stunted, some lucky few gain bolstered intelligence along with their other augmented traits. Such Errata are known as Exalted Berserkerats, and these rare individuals tend to rise to positions of high authority.

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Fighterats, elites among the warrior caste, bigger and smarter than the Soldierats. In charge of leading other Errata into battle, and are surprisingly good at it, with excellent instincts and unusual bravery for their species. If a Fighterat is killed, the Soldierats under its command will generally break formation and either flee or go berserk.

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Farmerats, Errata provided with the daunting task of providing food for the burrowburg. These Errata have good minds for numbers and statistics, often planning out which burrows to feed more than others (or at all), and are responsible for the production and distribution of Cryptoplasm. They also double as slavers, since the Errata treat captured slaves of other species as equal parts labourers and potential meals. Farmerats frequently become Leaderats.

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Murderats, formally-trained assassins. Well-equipped and very deadly, these are essentially giant ninja rats. While they specialize in poisons and long-range kills, they are more than capable melee combatants, especially given all the tools at their disposal. Occasionally a Murderat will climb to the position of Leaderat, but they mostly prefer to shirk such responsibility for the freedom of killing for hire. A few among their number are able to use magic that assists them with nondetection; these are the deadliest of Murderats, known as Master Murderats.

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Doctorats, physicians and alchemists who specialize in the creation of horrific diseases. They are generally terrible doctors, often accidentally (or intentionally) euthanizing or mutating their patients, but serve best as plague-bringers, and their influence can usually be felt long before the Errata actually appear. The most effective of this caste are those who combine alchemy with Disease magic, called Saint Doctorats. These Errata frequently serve as Leaderats and sometimes even as Magistrats.

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Sorcerats, a caste made up of those few Errata who are able to tap into the odd innate magic of their people. The potency of these abilities range from the harmless to the terrifyingly powerful – although, the more potent a Sorcerat’s magical ability, the more likely they are to go insane and self-destruct later in life. However potent, all Errata with inherent magical ability receive at least some Sorcerat training. While they command respect in the burrowburg, they rarely become Leaderats or Magistrats due to their inherent instability. A Sorcerat who masters all three of the Schools of Erratic Magic is known as an Arch-Sorcerat.

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Inventorats, Errata gifted with the spark of creativity, build the machines that make burrowburgs operate as efficiently as they do. While their inventions are not always entirely stable, they are indispensable to the Errata, and are part of every other cog in the Meratocracy. These are the individuals who are most likely to rise to the position of Magistrat.

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Magitechnorats, the rarest of all Errata – those who combine technological aptitude with magical ability and merge the two. These Errata command tremendous influence in their Burrowburgs, often serving as direct advisors to the Magistrats or as Magistrats themselves. Where Sorcerats and Inventorats are each one in a million, genuine Magitechnorats are one in a billion, meaning that there might only be a hundred or less in an entire burrowburg.

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My Appearance

Meet the Team! 

 

Trak Soulflayer, self-proclaimed ‘Emperat’ of the Hellifynian Errata and one of the greatest Magitechnorats of all time, or so he says. He believes the Errata to be superior to all other people. Trak can usually be found either hatching a new evil plot or carrying out said evil plot. He has a tendency to cackle wickedly and rub his paws together in a decidedly sinister manner. Despite his cartoonish mannerisms and occasional insane troll logic, do not be fooled: this guy is one nasty vermin when he gets rolling.
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The Mastermind (sort of)

 

Sruchak Duskfury, a seasoned Murderat and apparently Trak’s right-hand rodent, actually believes that he would be much better in charge than the rat currently in charge. His actual competence at assassination is contested by how many times he has tried and failed to kill Trak, although, possibly to his credit, Trak is still completely unaware of his treacherous ambitions.
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The Rogue (and Starscream)

 

Iqzanq Boneback, Doctorat and plague-generator extraordinaire, is so gifted in coming up with new diseases to spread that even Trak has taken note of his skill. Unfortunately, he’s a pretty terrible doctor when it comes to anything besides diagnosis, often accidentally mutating or euthanizing his patients. He eagerly gets swept up in Trak’s schemes, and while his hygiene is nightmarish even by Erratic standards, he’s actually a jolly and amicable kind of guy.
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The Healer (lol jk)

 

Rorskrit Leatherhide should probably be the leader of the team. While bereft of the magical power or technological genius that traditionally denotes an Erratic authority, Rorskrit is sensible, down-to-earth, freakishly fast, strong, resistant to most forms of damage and immune to magic. In spite of this, the Crowned Berserkerat is frequently relegated to such inane positions as ‘broth-stirrer’, ‘door-holder’ or ‘coat-hanger’, and is such a team player that he never even grumbles about it.
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The Big Guy (and only sane rat)

 

Qreech the Venerable is not only possessed of the typical insanity that comes over Sorcerats, but also of the senility that comes from old age. Whereas most Errata don’t live to see fourty, this grey-furred geezer is pushing a hundred and twenty. Impressively, he’s still a crack swordsrat, a frighteningly powerful sorcerer (regardless of who his magic is being aimed at) and has short flashes of sanity that pop up from time to time.
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The Insane Old Fart Who Can Still Do It (sometimes)

Inventory

Cryptoplasm Technology

Cryptoplasm is a substance not native to Hellifyno, grown by Farmerats on specialized walls of their burrows using secret techniques to accelerate their formation. This substance is essential to the functioning of Erratic society, with its enhancing and conductive properties. While it serves as a power source in itself, it also amplifies energy passing through or along it. This means that Sorcerats can use it to augment their spells, Doctorats can make more potent diseases by mixing it onto their concoctions, and Inventorats can use it to power their machines. The more refined it is, the more conductive (and therefore dangerous) Cryptoplasm is; in a liquidated or gaseous state, it is highly corrosive and mutative, another thing the Errata have learned to use to their advantage. The constructive possibilities of this substance are nearly limitless in scope, and the ratmen have only just begun to tap into its full potential. The list provided below is ever-expanding.

 

Some Cryptoplasm-powered inventions

Cryptoculars. Goggles with Cryptoplasm lenses. Unregulated use can render the wearer blind or cause their eyes to develop mutations. These goggles allow the wearer to see magic as streams of colour, and to be protected from the effects of magical deception. More advanced versions have additional built-in mechanics that stimulate the wearer’s thought process and reinforce their mind against psychic attacks.

 

Cryptoplasm Weapons. Conceptually simple, these armaments are designed for use by Sorcerats and Saint Doctorats, these weapons have Cryptoplasm incorporated into them somehow, which allows them to conduct sorcerous power to deadly effect. Blades plunge through solid steel like butter; maces and mauls strike with stone-shattering concussive force; bullets explode in furious discharges of magical energy.

 

Crypto-Link. A device worn on the ear that allows the wearer to contact all others similarly connected to communicate with one another. The more users are connected in this manner, the further strained the connection becomes, with a maximum of a thousand Crypto-Links in a single connection.

 

Crypto-Rockets. Using the power of Cryptoplasm as rocket fuel, why not? The Errata have used this to create jetpacks, rocket launchers, automated drills that can double as battering rams and even rudimentary aircrafts. Without the moderating power of a sorcerer, Crypto-Rocket powered equipment does tend to malfunction with an uncomfortable level of regularity – but not so uncomfortable that it stops the Errata from using it. Roll 1d10, unless you are Sorcerat.

– 1. The device explodes.

– 2. The device doesn’t work.

– 3-9. The device works as intended.

– 10. The device is twice as fast and powerful than intended.

 

Crypto-Launcher. A cannon built of highly resistant material, hooked up to tanks of liquid Cryptoplasm. It launches blasts of the substance in highly concentrated bursts, like a blend of plasma and acid that immediately eats through anything it lands on and forms corrosive pools where it falls. Deadly against armoured targets. Every time it is used, roll 1d20, unless you are a Sorcerat. On a 1, the Crypto-Launcher springs a leak and fires into the user.

 

Crypto-Lancer. A far more highly advanced -and rarer- iteration of the Crypto-Launcher, the Crypto-Lancer converts gaseous Cryptoplasm into pure energy and launches it as a continuous beam. In this way, it can eat through practically anything, and is deadly against crowds of opponents. The mechanisms needed to construct it, however, are costly and require extremely skilled Inventorats to assemble. Extended use of this device can cause tearing in the fabric of reality where the beam strikes. Every time it is used, roll 1d10 unless you are a Sorcerat. On a 1, the mutative Cryptoplasm gas vents from the back of the Crypto-Lancer, and the user undergoes a random mutation.

 

Ratitans. Scrap-metal Berserkerat-shaped mechs with liquid Cryptoplasm filling their tanks and running through its cables to its claws and tail. It boasts a pair of arm-mounted Crypto-Launchers. While extremely powerful and resilient, even able to auto-repair in the midst of battle, they need to be refuelled or they will cease functioning. They require an Inventorat driver to operate and a Sorcerat to channel the Ectoplasm. When joining with a Ratitan, roll 2 d20s – one for the driver and one for the channeler. If two different rolls produce opposite effects, they cancel each other out.

– 1. The Ratitan disintegrates the user.

– 2-4. The Ratitan’s scrapmetal body is weakened and twisted.

– 5-6. The Cryptoplasm in the Ratitan’s main tank is improperly heated, causing it to move more slowly than it usually would.

– 7-8. The Ratitan’s eyes shoot Crypto-lightning in random directions for one minute.

– 9-11. The Ratitan is normally calibrated and and powered.

– 12-13. The Ratitan’s tank is perfectly heated. It moves faster than it normally would.

– 13-15. The Cryptoplasm running through the Ratitan’s wires grants its strikes additional destructive power, and makes it stronger.

– 16-17. The two minds joined within the Ratitan are in perfect sync. It responds as fast as its users can think.

– 18-19. The liquid inside the Ratitan’s mounted Crypto-Launchers becomes gas; the Sorcerat’s magic enables the weapons to function as Crypto-Lancers instead.

– 20. The Ratitan gains all of the effects from 9-11 upwards, while negating any effects from 7-8 downwards, including 1.

 

Cryptoblasts. Grenades that produce uncertain effects within a 10 foot radius. When thrown, roll a d6.

– 1. The Cryptoblast does nothing.

– 2. The Cryptoblast explodes in a deadly shower of energy.

– 3. The Cryptoblast glows, emitting radiation that causes immediate and agonizing mutation in anything it touches.

– 4. The Cryptoblast turns into a miniature black hole, sucking in anything within range.

– 5. The Cryptoblast slows down time by 75% within range. This effect is permanent unless reversed by magical means.

– 6. The Cryptoblast creates an anti-magic zone in which no supernatural or otherwise impossible effects can exist.

 

Cryptobooms. Rare and precious bombs with a radius of 100 feet instead. It features an expanded range of possibilities. Roll a d12.

– 1. The Cryptoboom does nothing. It can be retrieved and reset if this occurs.

– 2. The Cyptoboom creates a zone of intense heat that combusts anything that enters its range.

– 3. The Cryptoboom explodes in a deadly surge of energy.

– 4. The Cryptoboom evaporates into a cloud of magically beguiling mist. Any creature that enters it becomes hopelessly lost until they happen to stumble out of the cloud.

– 5. The Cryptoboom erupts in a flash of light and sound. Every creature within range is deafened and blinded.

– 6. The Cryptoboom glows, emitting radiation that causes immediate and agonizing mutation in anything it touches.

– 7. The Cryptoboom generates an aura of unfathomable terror. Creatures inside it are either forced to flee as quickly as they can or pass out from sheer fright.

– 8. The Cryptoboom turns into a miniature black hole, sucking in anything within range.

– 9. The Cryptoboom generates an aura of irrepressible peace. Creatures within it are compelled to cease fighting and lay down their weapons.

– 10. The Cryptoboom slows down time by 50% within range. This effect is permanent unless reversed by magical means.

– 11. The Cryptoboom creates a super-magic zone in which all supernatural attributes are exponentially augmented, possibly to self-destructive degrees.

– 12. The Cryptoboom creates an anti-magic zone in which no supernatural or otherwise impossible effects can exist.

 

Cryptotablets. Dangerous medical tablets, most often carried by Saint Doctorats, who can withstand the mutative energy contained within. Provides a Cryptoplasm-fuelled adrenaline rush that greatly heightens the user’s physical and magical capabilities. When the adrenaline rush ends, roll 1d4, unless you are a Saint Doctorat.

– 1. The user slips into a coma and passes away shortly afterwards.

– 2. The user falls unconscious for 1d20 hours.

– 3. The user feels ill and exhausted, but is otherwise unaffected.

– 4. The user recovers perfectly from the pill’s consumption.

 

Cryptobike. A speedy, cacophonous, one-wheeled ride designed for Sorcerats. Using the Cryptoplasmic energy generated from the turning of the wheel, the Sorcerat can amplify their spellcasting ability. The faster the Cryptobike goes, the more powerful its user’s sorcery becomes. Only Sorcerats can drive these at all.

 
Erratic Magic
 
School of Festering (Saint Doctorats)
 
Brutal Infection. You cause an enemy’s wounds to become horribly infected. Weeping wounds is a magic missile that can strike at anything you see. If it impacts an already injured target, their wounds become infected. Infection is a disease that lasts 7 days. The victim of an infected injury is unable to heal, and suffers a reduction to all their physical and mental faculties.
 
Call the Swarm. You summon a mass of voracious rats to swarm over and attack your foes. All creatures (except you) within the area of this spell are attacked by the rats. The swarm moves under your command for as long as your concentration lasts, whereupon they disperse.
 
Cloak of Infection. You taint a blanket, cloak, or piece of clothing with a virulent strain of Kruts. Anyone who touches it contracts the disease.
 
Corrode. With a flourish and a curse, you cause an amount of food to rot and decay, rendering it totally inedible. Use the large template. You can putrefy any amount of food within this radius. This spell is used with great effect to induce famine in surface populations. Any creature that eats the infected food is automatically infected with the Galloping Trots.
 
Epidemic. You infect one or more characters that you can see with the Green Pox. All affected creatures suffer the immediate effects of the disease, becoming physically weaker in every aspect. The first time other characters come into close contact with anyone affected by this spell, they also stand a chance of becoming infected with Green Pox. These secondary targets suffer the normal effects of the disease, rather than the rapid-onset version suffered by the original targets. Likewise, these secondary targets can only pass on the disease by normal means rather than to anyone who comes near them.
 
Poison Downpour. You conjure a poisonous cloud that drifts above a dozen feet above the ground as far as you can see. A few seconds after the spell is cast, the cloud rains a lethal poison upon all characters within the affected area. All unprotected creatures caught in the rain slip into a nightmare-filled slumber. Additionally, all unprotected creatures in the affected area take damage as their skin is eroded by the falling poison. Slumbering creatures can only be awakened through the assistance of another person. The poisonous cloud lasts for one minute, but can last longer depending on the strength of the caster.
 
Scent of Fear. You summon a large cloud of demonic musk at a point you can see, forcing all creatures within to cower with terror. Its duration depends on the strength of the caster.
 
Shroud of Flies. With a curse and a flailing of your arms, you summon a cloud of gnats and biting flies. They swarm about you, biting and stinging your enemies. The swarm moves with you and lasts as long as your concentration holds. Opponents within the swarm are blinded and their attacks are restricted. It also makes it hard for enemies outside of the swarm to see you.
 
Toxic Buboe. You create a pulsing, seeping pustule on one of your extremities. When lanced and drained, the pus from this weeping sore can be spread onto a hand weapon. If a weapon coated with this toxic secretion strikes an enemy, it deals additional poison damage dependent on the strength of the caster, with a chance of infecting the enemy with the Black Death.
 
Virulent Exhalation. You exhale a pestilent, poisonous cloud at your enemies. Anyone in its path must hold their breath or have it drawn into their lungs and die. Its contact causes painful welts and sores to bubble up on skin, and blindness if their eyes are open. You are immune to your own pestilent breath.
 
 
School of Desecration (Sorcerats)
 
Airscurry. With a sound of inrushing air and a puff of brimstone-scented smoke, you teleport yourself or one visible ally to any location that you can see.
 
Call the Swarm. You summon a mass of voracious rats to swarm over and attack your foes. All creatures (except you) within the area of this spell are attacked by the rats. The swarm moves under your command for as long as your concentration lasts, whereupon they disperse.
 
Epidemic. You infect one or more characters that you can see with the Green Pox. All affected creatures suffer the immediate effects of the disease, becoming physically weaker in every aspect. The first time other characters come into close contact with anyone affected by the Epidemic, they also stand a chance of becoming infected with Green Pox. These secondary targets suffer the normal effects of the disease, rather than the rapid-onset version suffered by the original targets. Likewise, these secondary targets can only pass on the disease by normal means rather than to anyone who comes near them.
 
Rabid Hunger. You fill an ally with a horrible ravenous hunger, causing foam to fleck their mouth and their eyes to roll madly in their head. The character enters a senseless rage, causing them to become unusually strong and resilient until they feed.
 
Ruinous Lightning. You send a powerful, sizzling bolt of entropic lightning at a single foe that you can see. Charging the spell yields a more powerful result, but destabilizes the magic focusing it and causes it to branch out and strike anything near its path as well as the target.
 
Ruinstorm. You summon a storm of entropic lightning anywhere within sight. This storm is formed of pure magical energy, and may appear in any locale, even underground. The presence of Cryptoplasm in an area makes the storm significantly more powerful.
 
Shadow Mail. You solidify the shadows around your body. In addition to making you harder to see in low-light conditions, this shadow armour also protects you from harm.
 
Teeth of the Horde. Green ribbons of entropic energy tear and unravel the flesh from the target’s bones. These ribbons tear at the target relentlessly until the caster’s concentration is broken.
 
Twisting Jolt. You send a single crackling arc of green energy at any opponent within sight. The target is wracked with terrible pain as their body develops a random mutation.
 
Virulent Exhalation. You exhale a pestilent, poisonous cloud at your enemies. Anyone in its path must hold their breath or have it drawn into their lungs and die. Its contact causes painful welts and sores to bubble up on skin, and blindness if their eyes are open. You are immune to your own pestilent breath.
 
 
School of Treachery (Master Murderats)
 
Airscurry. With a sound of inrushing air and a puff of brimstone-scented smoke, you teleport yourself or one visible ally to any location that you can see.
 
Ash Tempest. You summon a putrid whirlwind of vile smoke and stinging ashes anywhere that you can see. Those caught within it have their skin scraped at by the ash and suffer penalties to all their physical attributes and perceptive abilities.
 
Corpseless Death. The body of any creature that dies while under the effects of this spell melts away into a foul-smelling black slime. It can be cast over entire crowds of people at once.
 
Featherweight. You become as buoyant as a piece of balsa wood, allowing you to tread over liquid surfaces like water, sewage, or oil as if they were solid.
 
Murderskin. You alter the structure of your fur so that it changes colour to match your surroundings. When perfectly still, you are undetectable except by magical means.
 
Quickpaws. At the cost of an accelerated metabolism, you grant yourself the ability to move at an increased rate. The additional speed varies depending on the caster’s power, ranging from twice as fast to ten times as fast.
 
Rabid Hunger. You fill an ally with a horrible ravenous hunger, causing foam to fleck their mouth and their eyes to roll madly in their head. The character enters a senseless rage, causing them to become unusually strong and resilient until they feed.
 
Ruin Hail. You conjure up a number of Cryptoplasm shuriken and fling them at one or more opponents that you can see. When they strike, they melt into liquid Cryptoplasm and enter the target’s bloodstream, causing agonizing pain and potential death.
 
Spider Scamper. You grant yourself the ability to walk and crawl upon walls and ceilings.
 
Toxic Buboe. You create a pulsing, seeping pustule on one of your extremities. When lanced and drained, the pus from this weeping sore can be spread onto a hand weapon. If a weapon coated with this toxic secretion strikes an enemy, it deals additional poison damage dependent on the strength of the caster, with a chance of infecting the enemy with the Black Death.

I Believe...

in the supreme victory of the Errata! It shall be ours-ours, yes-yes!

Species

Monster