WARHAMMER 40,000: A Thousand Tiny Suns (40k/Exalted Crossover!)

IA! IA! SHE IS COME! PRAISE THE FIRST TWILIGHT!
FORTY ONE TWENTY TWO
First Natural Magos, the Golden Chemist, Mistress of Gravitics, Herald of the Thousand Starred Sky, Warptamer

ESSENCE: *
XP TO ESSENCE **: 24/50

ATTRIBUTES
Strength​
Dexterity​
Stamina​
Perception​
Intelligence​
Wits​
Appearance​
Charisma​
Manipulation​
***​
*****​
*​
***​
*****​
***​
*****​
*​
*​

ABILITIES
FAVORED/CASTE?​
ABILITY​
LEVEL​
FAVORED/CASTE?​
ABILITY​
LEVEL​
NOT​
Archery​
*​
FAVORED​
Melee (Lens Lance)​
*****(*)​
FAVORED​
Athletics
**​
CASTE​
Occult​
***​
FAVORED​
Awareness (Join Battle)
***(*)​
NOT​
Performance​
-​
NOT​
Brawl​
-​
FAVORED​
Presence​
*****​
CASTE​
Bureaucracy
-​
NOT​
Resistance​
-​
NOT​
Dodge​
***​
FAVORED​
Ride (Gita)
****(*)​
CASTE​
Integrity
**​
NOT​
Stealth​
-​
NOT​
Investigation
-​
NOT​
Sail​
-​
NOT​
Larceny​
-
NOT​
Socialize​
-​
NOT​
Linguistics
*​
NOT​
Larceny​
-​
CASTE​
Lore
****​
NOT​
Survival​
-​
CASTE​
Medicine
****​
NOT​
Thrown​
-​
-​
-​
-​
NOT​
War
-​
SUPERNAL CRAFT FOCUSES
CRAFT: Chemistry
*****​
CRAFT: Armorer
***​
CRAFT: Artifacts
*****​
CRAFT: ???
-​

MERITS
ARTIFACT (*****) - THE LENS LANCE
DESCRIPTION: Forged in a heartbeat, lurking within the machine for ten thousand years, the fury and spirit of a barely tamed gravitic imploder lance - long mistaken for and used as an agrav system aboard an orbital habitat - has been once more aroused to the glory of battle. Though her functions are as of yet locked behind codewalls and mystery, she remains a terrifying weapon in the hands of a skilled warrior. Her legend will burn across the galaxy.

FAMILIAR (**) - GITTA, THE EVER LOYAL
DESCRIPTION: They say the Kriegers pour their hearts into their horses - but beyond their world, none know their mounts as anything but numbers on an Administratum file. Gitta will change that. Ia! Ia! Praise her! Praise Sainted Gitta, The Ever Loyal! Ia! Ia!

TEMPERED BY THE ELEMENTS (**) - DAUGHTER OF VATS, BORN OF WAR
DESCRIPTION: Though fading into seeming insignificance in the glorious dawn of a new age, the first Twilight to walk the galaxy since the fading of the Age of Sorrows was inured to the chaos of a modern battlefield, moving across it as swiftly as open ground.

SELECTIVE CONCEPTION (*) - SUBDERMAL IMPLANT IN THE THIGH
DESCRIPTION: ...this is actually just standard issue for Imperial Guardsmen from any world with a Magos Biologis on it.​

LANGUAGES (*)
DESCRIPTION: You can speak the ancient tongue of The Old Realm!

INTIMACIES










Defining: The Galaxy is a Body, I will Heal it (Positive)
Major: Kit (Confused Attraction), Chaos (Hatred), Gitta (Love)
Minor: Technology (fascination), Xenos (Fear)

CHARMS















IN SUMMATION: Genuis flows, unabated, through the mind of the First Twilight. She is able to hold multiple projects in mind at once, easier than any mortal, while also shifting her focuses - despite not being trained in the crafting of explosives or metallurgy, she could shift her ability to create medical chemicals into that with some effort. She is able to inspire herself to construct even mighty artifacts swifter than any mortal, so long as she crafts projects that aid and help her allies and friends. She can complete mundane and even complex tasks - building a rifle, a suit of armor, or a small vehicle - in literal seconds using nothing but the raw materials and her bare hands. Raw excellence overflows in all her favored and caste abilities, bolstering their dicepools if required.
Excellent SOLAR Ability
Cost: 1m per Die | Type: Supplemental
Keywords: None | Duration: Instant
Effect: Adds +1 dice to your dice pool, up to your normal charm limits. You have this ability for any ability that is either CASTE, FAVORED, or has a SINGLE CHARM from it.

TIRELESS WORKHROSE METHOD
Cost: - | Type: Permanent
Keyword: None | Duration: Permanent
Effect: Gain +2 Major slots per Essence.

EFFICENT CRAFTSMAN TECHNIQUE
Cost: - | Type: Permanent
Keyword: None | Duration: Permanent
Effect: You may buy new Major slots for 3 SXP rather than 5.

ARETE SHIFTING PRANA
Cost: 4m, 1sxp, 1wp | Type: Simple
Keywords: None | Duration: Instant
Effect: Roll Int+Craft, convert 1 dot of a Craft skill into a different but related Craft skill - nearly impossible rationales can be allowed with a sufficiently good explanation. These dots last for one minor or major project.

SUPREME CELESTIAL FOCUS
Cost: - | Type: Permanent
Keywords: None | Duration: Permanent
Effect: You may expend GXP to buy Craft skills, up to a number of times equal to [Essence]. Any past that cost x2 GXP.

SUBLIME TRANSFERRENCE
Cost: 6m | Type: Simple
Keyword: Mute | Duration: Instant
Effect: By meditating for five minuets, you may arrange your crafting XP at a 2 to 1 ratio up each level: 2 silver becomes 1 gold, 2 gold becomes 1 white, and the reverse. You may use this while unconscious or asleep.

AGES ECHOING WISDOM
Cost: - | Type: Permeant
Keyword: None | Duration: Permanent
Effect: At the beginning of each Story (every 20 updates), gain GXP equal to your permanent Major Project Slots. For free!

BRASS SCALES FALLING - REPURCHASED
Cost: - | Type: Permanent
Keyword: None | Duration: Permanent
Effect: For each 10 rolled on a craft roll without an Excellency, gain 1 SXP up to [Essence x3].

RED ANVILS RISING
Cost: - | Type: Permanent
Keyword: None | Duration: Permanent
Effect: You gain +1 SXP per each basic objective.

CHAINS FALL AWAY
Cost: - | Type: Permanent
Keywords: None | Duration: Permanent
Effect: You gain 1 GXP if you complete all three basic objectives on a craft project.

CRAFTSMEN NEED NO TOOLS
Cost: 6m | Type: Simple
Keyword: Mute | Duration: One Task
Effect: You may complete a Basic or Major Project (either crafting or repairing) within seconds, using naught but your bare hands and sheer creative will.

THOUSAND-FORGE HAND
Cost: 10m, 1wp | Type: Reflexive
Keyword: None | Duration: Instant
Effect: Reduce artifact crafting time to (6-Essence) weeks for 1-4 dot artifacts, (6-Essence) months for 5+ dot artifacts.

PEERLESS PERFECTION OF CRAFT
Cost: - | Type: Permanent
Keyword: None | Duration: Permanent
Effect: At the end of each story (every 20 updates), roll a free full Intelligence+Craft+Full Excellency dice pool. Every success is 1 SXP, and every 10 is 1 GXP.

FLAWLESS HANDIWORK METHOD - REPURCHASED
Cost: 6m | Type: Supplemental
Keywords: None | Duration: Instant
Effect: Re-roll 10s until 10s fail to appear, counting each as a success. Re-roll 6s until 6s fail to appear.

SUPREME MASTERWORK FOCUS
Cost: 6m | Type: Supplemental
Keywords: None | Duration: Instant
Effect: Supplements any Craft roll for Major or Minor projects with Double 9s. Can be improved further with later Charm Purchases.

EXPERIENTIAL CONJURING OF THE VOID
Cost: 4m, 4s/g/wxp | Type: Reflexive
Keyword: Salient | Duration: Instant
Effect: Can be used after a Craft roll, and adds +1 non-charm success, +[Essence] non-Charm dice. Cannot be used on basic projects.

UNBROKEN IMAGE FOCUS
Cost: 3m+1s/g/wxp | Type: Reflexive
Keyword: Salient | Duration: Instant
Effect: After making a Craft roll, you may purchase non-charm successes up to the number of successes rolled + your [Essence]. These do not count double successes for the purposes of how many successes you can buy.

SEASONED BEAST-RIDER APPROACH
Cost: 1m, 1wp | Type: Supplemental
Keywords: None | Duration: Instant
Effect: Used when rolling join battle, Gitta (or other mounts) gains an imitative track equal to 41-22's - the mount can move and attack without taking up 41's actions.

EVOCATIONS
LINE OF OBLITERATION SHAFT
Cost: 2m, 2ini | Type: Reflexive
Keywords: Withering-Only, Perilous | Duration: Instant
Effect: Due to the peerless efficaciously of the Lens Lance at battering large masses of men in formation, any withering damage inflicted on a Battle Group increases the wielder's initiative as if they had attacked a worthy foe. This effect also reduces the Difficulty of the Unhorse and Disarm gambit by 1.​

GEAR

The Lens Lance
Accuracy: 12 | Damage: 17 | Defense: 6 | Overwhelming: 5 | Attunement: 5​
Lethal: Does lethal damage when used with a decisive attack.
Melee: Uses the melee skill
Piercing: You may reduce your Defense by 1 and spend 1 Initiative to reduce enemy Soak by 4.
Reaching: Negates any mounted combat penalties when used on foot
Mounted: Can be used on horseback without penalty.
Two Handed: Requires 2 hands to be held. Provides +2 to clash attacks.
Laspistol
Accuracy (melee, short, medium, long, extreme): 4/10/8/6/4 | Damage: 11 | Overwhelming: 1​
Lethal: Does lethal damage
Archery: Uses the archery skill
Lasgun: Does +4 damage rather than adding your strength.
Mounted: Can be used mounted.
One Handed: Requires one hand to use.
Concealable: Can be easily concealed, requiring only a Diff 1 Larceny roll.
Flak Armor
Soak: 6 | Mobility: -1 | Hardness: 0
 
Last edited:
[X] Corpsman 41-22 (medic: specializing in healing allies and repairing damage)

The Horse Girl appeals to me on a pure level but this appeals to me on a thematic level. Born to die, forced to live.
 
[X] Lance Corporal 41-22 (operator: best at piloting - both critters and vehicles)
[X] Private 2nd Class 41-22 (heavy weapons: carries the biggest guns and weapons)
 
[X] Lance Corporal 41-22 (operator: best at piloting - both critters and vehicles)
 
[X] Lance Corporal 41-22 (operator: best at piloting - both critters and vehicles)
 
[X] Corpsman 41-22 (medic: specializing in healing allies and repairing damage)

we have to the contradiction is too delicious
 
[X] Private 1st Class, 41-22 (weapon specialist: basically 'what if you were a normal guardsman, you were just the best normal guardsman')
 
[X] Corpsman 41-22 (medic: specializing in healing allies and repairing damage)
 
I just realized the implication of the Corpsman rank is that 41-22 isn't actually Krieg infantry

She's Krieg navy.

Adhoc vote count started by DragonCobolt on May 12, 2024 at 12:08 AM, finished with 21 posts and 20 votes.


Medic it is!

some dice rolls, too...
DragonCobolt threw 3 100-faced dice. Total: 219
55 55 95 95 69 69
 
Last edited:
The Comrade (0.3)
You gave it: "Corpsman. 41-22."

"Hurm," the Magos seemed unimpressed. "What passes for the medica for your cavalry?"

"No, Magos," you said, shaking your head. "Naval medic. Given to the rough riders so they have a doctor." You felt your gut twinge in guilt and sorrow. To be assigned to the navy had been a shame all its own - as navy either died all together or never, and the very idea of passing tour after tour without testing yourself beyond distant laser lances and flashing macro cannons made you want to snap your glove. Your fingers fidgeted, almost doing the instinctive motion, but you kept them still.

Not just navy, but a medic too.

The Emperor gave his trials to...

You felt a strange sense of weight on your chest. A depression. A religious thrill shot through you. Was...had your stray thought been heard by Him on Earth? Then, foolish. The feeling was a change in pressure. The grinding sound of massive gears and the shifting of air made you realize what it was. The door was beginning to crack open and the vault was going to spill its forces into the battle. As if to catch up, a trumpet started playing - the tune said...saddle up. You nodded to the Magos.

"Need to get ready, Magos," you said.

Scu-Tau 41's optical tendril retracted beneath her hood and she let out another 'hurm.' "So it seems," she said. "Go and die gloriously for the Emperor. I've already deleted your designation from my long term and short term memory banks." She turned and waved a hand - you thought to dismiss you...but then with a jolting series of POPS, the feeding tubes came free from your mounts. Gitta tossed her head and you reached out, rubbing her chin gently.

"it's okay, Gitta," you whispered.

Then.

"I just need to find 55-95," you said.

Your fingers fidgeted. And with no one else to see, you reached down, hooked your fingers on the thin elastic that kept your glove flush to your wrist, tugged back, then let it slap against your wrist with a fierce, stinging pain. You snapped three more times, then hurried from the stables, boots thumping.

Outside, you could see that the far end of the stables were already emptying and the lower numbers were donning their gear and swinging up. Despite the change of pressure, the door hadn't really begun to swing wide: It was just a thin crack. You hurried to your tent and found that 55-95 was kneeling at the bedroll, his combat knife in his hand. He was holding in the other a blunt tipped explosive lance-head. He played the knife along the edge of the lance-head, rasping gently. You hurried forward, kneeling down and grabbing his wrist. "What are you doing?" you hissed, softly - fury tight in your throat.

He lifted his head, looking up at you. "I...don't know..." he said, uncertainty. "The...Emperor says-"

You shook your head. "You've been into the meds again, haven't you?" you asked, grabbing the heavy weight of the diagnosticator and the injector-unit. The unguents that were pre-loaded in the injector sloshed and slopped within the glass vials, and you checked the stims to make sure that 55-95 hadn't been imbibing them.

"No...no, I haven't," he said, in that dull monotone of his. He started to stand, and you saw that his glove was half off. He tugged it back on, fidgeting. "I just...I've been having bad dreams. And the dreams come when I'm awake too-"

55-95 hadn't been like this when the troop ship had left Krieg. He had been just like everyone else. But the Commissar said that he was still fit enough to fight - and you were getting increasingly unsure of that. You buried that worry deep, deep, deep in your belly and instead took 55-95 by his arm, shaking him gently.

"The Emperor says it's time to be the choosers of the dead, 55-95," you said, firmly.

"Choosers..." he whispered. "Yes. We're the choosers of the dead."

He was quiet for a moment.

"Do you hear the voices too?"

You were about to reprimand him...but then you heard them. A voice was coming from your micro-bead, on a low, hissy, grainy volume. Your finger went to your microbead - about to turn it up, in case it was orders. But then a shout came from the nearest sergeant, 31-32.

"Shut down all com equipment under pain of death! Immediately! Shut down all com equipment!"

Your hand went to the microbead - but before you could pull it out, the whispering voice got loud enough to make out: "...fallen, and soon, the Imperium too will fall. You will not be saved by the Emperor, for he rots in-"

You dropped the bead on the ground and smashed it under your heel - and you weren't the only one. Crunching sounds came from across the camp, while a tech-priest hurried by, shouting. "No! Don't smash...ah, by the blessed spirits of the Omnisiah, don't smash them, we don't have any more of those!" he said, hurrying past, like a man who had had his favorite boots stolen. As he left, you swung your pack on over your back.

"Lets find the sergeant," you said.

"...yes..." 55-95 said. "Do you think-"

"It was lies, 55," you said, firmly. "The Emperor is all that speaks true, not that filth. Got it?"

55-95 nodded.

Fit to fight.

Right.

As you found your sergeant, 39-40, and the rest of your squad, the whole regiment had managed to form up and the tech-priests were gathering up the microbeads that no one had smashed. The Commander had found a box to stand on, and she shouted. "As our communications are impacted by the tech-heresy that the enemy are broadcasting, I will need volunteers to run communications between other units in detached duty."

You trembled. You immediately wanted to thrust your hand up - volunteering was next to godliness, after all.

But you were a medic. Would the Commander even notice your glove if you raised it? Touched, as you were, by sin?

---
[ ] Volunteer
[ ] Don't
 
[X] Don't

So this is less what I think the character would do, and more of just a medic should not be used as a messenger. They are a combat medic, time they spend sprinting from one zone to another to pass messages is a lot of time not spent doing their actual job.
 
[X] Don't

sadly the grim and Stygian oaths as a medic we took to damn our souls with the necessary evil of 'not dying' supersede any and all other concerns (also this way we can keep a direct eye on 55-95)
 
[X] Don't

A messenger can die achieving penance.

But we are a medic. We are damned. As long as one other member of the guard still draws breath, we are not allowed to die, for that would be abandoning our post.

So we do what we can. We keep other guardsmen from wasting a death. The Emperor's death, because that is who the death belongs to, not the soldier. It is not the soldier who gets to decide when that death will be spent.
 
[X] Don't

Our buddy seems to be in a bad way! Like, a really bad way. We probably want to be near him. Sure, we're all gonna die - But I'd rather we die together than die running, yaknow?

More romantic that way, perhaps.
 
Back
Top