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 **: 16/50

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.

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
 
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The idea that no one would have to die. Ever. Not even once. You had to not think about it.
We'll just add that to the list after "Fix the Underworld" and "Fix the Wyld Warp"
Mood 41-22. Mood.

[X] Attack with Amberly's plan (she has War 5, she'll have a good plan.)

And she's probably full up on motes, and at least has the War excellency and possibly one or two other charms for War besides Auspicious Recruitment Drive.

She's got a good plan. Whether Exalted's mass combat system is up to that plan is another matter.
 
[X] Convert some Melta-lances into Melta-rockets, then go with whatever Amberly's plan would be with access to melta-rockets.
 
[X] Attack with Amberly's plan (she has War 5, she'll have a good plan.)

KISS

Keep it simple, stupid

In this case, we aren't stupid, but the axoim still applies. Every complication is another point of failure, and when working with someone better at war then us, it's probably a good idea to keep things simple when they say to.
 
[X] Attack with Amberly's plan (she has War 5, she'll have a good plan.)

We should stay in our lanes.
But you know, make sure Amberly has some awareness of what our capabilities are so they can be utilised.
 
[X] Attack with Amberly's plan (she has War 5, she'll have a good plan.)
-[X] "Do we have enough time for me to make some anti-armour munitions?"
 
Question: Can Limit be decreased in any way?
For Solars, not really. For Sidereals, there's ways to shed it by doing certain things aligned with Fate. Not sure about Lunars, and in 3E Dragonblooded don't even have limit, they just have a clause of "If you do X, Y, or Z, get XP and motes".

Which, hey, half of that stuff is what players were going to do anyways…

On the other hand, I don't think we're tracking Kit or Amberly's Limit.
 
[X] Attack with Amberly's plan (she has War 5, she'll have a good plan.)

Following the Commissar soothes our inner Krieg.
 
[X] Attack with Amberly's plan (she has War 5, she'll have a good plan.)

[X] Attack with Amberly's plan (she has War 5, she'll have a good plan.)
-[X] "Do we have enough time for me to make some anti-armour munitions?"
 
[X] Attack with Amberly's plan (she has War 5, she'll have a good plan.)
-[X] "Do we have enough time for me to make some anti-armour munitions?"
 
Great, now I have to actually think of a good plan
Traitors are generally more mobile and have higher offensive capability, but have less defense. This group is dug in, limiting their mobility, which, if we can improvise a combination of explosive weaponry combined with more Hot-Shots, even long range ones, we could easily deal withe the Marines if we can get them out of cover via taunts, etc.
 
Great, now I have to actually think of a good plan
We could offer ideas, but we never actually got the basics for what everyone could do. Like could Kit turn into a smaller animal and sneak up on the Sorcerer with Cain acting as support (yah, resplendent destines) before tearing him to pieces. Then we launch a frontal attack while the enemy is distracted and route them from the field. Kit and Cain defend the prisoners while the main attack is launched. The closeness of the two exalts and leaving the third behind for some alone time is definitely a coincidence.

Traitors are generally more mobile and have higher offensive capability, but have less defense. This group is dug in, limiting their mobility, which, if we can improvise a combination of explosive weaponry combined with more Hot-Shots, even long range ones, we could easily deal withe the Marines if we can get them out of cover via taunts, etc.
This ends with sorcerous activity and dead prisoners.
 
The Commissar stepped forward, her impressive sneer only equaled by her impressive bolter. The pistol's barrel filled your gaze and Kit tensed next to you...but you were faster. You stepped forward, brought your Lens Lance twirling up and then brought the base of the shaft against the underside of her pistol. It flew up into the air - then dropped into Kit's hand. He held it and in a single clenching of his fist, he crushed it into an exploded spray of fragments, bits of metal falling, the mass-reactive shells clattering down as they spilled out of their destroyed magazine. Wasteful, but...impactful!
Ok, um. Two things that weren't discussed prior to the next update, at least.

1. Why the color shifting? It has something to do with the Commissar specifically, obviously, but I can't see a clear reason for it.
2. The reason why I care: this specific shade is completely invisible on the Industrial Style, but since it isn't actually invisitext the highlighter doesn't show that it's there.

Edit: ok, I've caught up, and this is obviously Amberly's Arcane Fate hitting the memories of this moment. But the issue of this specific shade of grey being completely invisible remains, and I don't think is what is intended.
 
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