A Shrouded Dawn (Warhammer/Stellaris)

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Status
Ongoing
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A soul of grand might has faded from sight and in their place a new dawn comes for the dying Imperium of Man. Can the Chosen One of a Realm far removed hold back the tide of darkness that seeks to consume all that is?
An Unforeseen Event
Location
USA
A soul, a simple word to describe the single greatest facet of life imaginable. No one can live or think without such a fundamental fact of their existence. Anyone that is able of self determination has a soul, no matter how faint or small, it exists and it gives them the mantle of freedom to act beyond the law of cause and effect.

Anything that acts with consideration has a soul, it is true, but not all souls are equal. Among the teeming trillions of the Imperium of Man, one out of every million bear a soul that shines brightly in the depths of the ethereal realm known as the warp. From every million of them, one bears a soul that shines ever brighter drawing ever more power and attention to their existence.

The few that stand above all others, blaze with the spectral fury of a supernova contained in mortal flesh, They who stand far above the teeming masses of Humanity, each able to end a world with but a single thought, the playthings of malefic creatures that slink in the depths of the realm ever hunting for new pawns to move around the great game.

You, were to be born as one of the greatest of all. Your soul, from the moment of creation blazed with a fury that surppased all but the absolute greatest of all time. The once mighty Aeldari saw your soul drifting in slumber within the weave of the warp, the fallen Crimson King saw you from his seat upon a tower of corruption and horror within the Eye of Terror, the Emperor's followers knew of your coming for power such as yours could not be hidden from sight.

Yet, never is fate set in stone for such a soul. Your soul blazed with power enough to burn away any that sought to taint you even in your infancy. With the lack of thought came a lack of danger, there was nothing to temp and so the daemons that prowled around you, left you be.

In the end, however, one daemon braver and stupider than its kin, attacked seeking to consume your growing power as its own. For the first time you knew fear and terror, your mother would suffer nightmares for months to come from the feedback that she suffered when you repulsed the daemon.

Deep in the abyss of the warp, a giant being of endless whispers looked and watched for even his sight was imperfect when it came to those with the power that you held. His attention would be shown to be true for your soul flushed with terror, reached for another option a place of safety and found one far from here but also right next to where you rested.

The warp shuddered as your soul vanished from its currents without warning, every prediction ceased for a split second as your soul faded from sight, forever barred to those that wandered the currents of the warp. But for you, nothing had changed, yet everything had changed. You found yourself within a pocket of energy of a different sort than before, yet it was energy that you could use non the less and so you drew upon the energy instinctively to replace that which you had lost.

Your soul, already a supernova of energy, gorged itself upon the free energy offered to it and changed. No longer did you find the warp home, now another place called to you, a new realm where few if any walked in this place and time was where you lived in peace. The energy that buffered your infant soul, was slowly but surely consumed to empower you.

As the nest of energy dwindled and integrated its might into your forming soul, the attention of four great beings was drawn to the birth of a new Chosen One. They had seen a billion upon a billion mortals ascend in their existences, but rarely had they seen one become one so early. You were an enigma to them and thus caught their attention.

First to arrive was the Composer of Strands, radiating compassion for you, for it could see the realm from which you came and it gave a minor boon to see you to life. Your body would be of the apex form of your kind, no sickness would affect your flesh, you would grow strong and intelligent in time to come. A minor boon in all, but potent indeed when given so freely.

Second to arrive was the Whispers in the Void, sheathed in a cloud of endless whispers telling the secrets of a billion and one races from across time and space. It too saw your former realm and snarled in its own way, for it too bore a form of kindness for the mortals of its own realm. It offered no boon of immediate power, instead it simply shifted a few of its infinite pieces into place and smiled as a packet of information denser than a blackhole was slowly integrated into your soul.

Next to come was the Instrument of Desire, it saw you and the realm from which you came as a travesty to correct. It saw the lack of enjoyment in work a flaw to fix, it considered the constant aesthetic bland and uninspired. It wove its own will into your forming soul with a care normally reserved for its own people. It made it so, that you would never be satisfied with what was, but what could be would draw your eye. It left then as it had elsewhere to be and other people to improve.

Last to come was the Eater of Worlds, it simply looked and turned aside to leave, but before it did, it infused into the energy that was infusing your soul a minor assistance towards bringing it to bear in battle. It then left silently as it came for it had no further use for you, nor did it care for you as did the Composer or Whispers did.

In the end, the four gods of the Shroud left you to the rest of your gestation in peace. A few minor beings of the shroud found you, but they did nothing for they could feel the touch of the greater four upon your soul and left in peace. Then it came time for your birth to arrive, for the first time your soul awakened into thought as your body began to work on its own.

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Which world would you call your own in years to come?
[] The Hive world of Ectu, once a pristine earth like world, but now a world cloaked in blood red skies, filled with enough acid to scour the skin off the bones of any unlucky enough to find themselves outside of the protection of the Hive spires.
[] Forge world Rurth is where you call home. A world that is considered to be the work of the Ancients, the sky gleaming the colors of silver and gold at all times of day, even penetrating the thick cloud of smog and dust the chokes the world. A world controlled by a particularly harsh sub cult of the Adeptus Mechancius, that forces all that bear the touch of mutation to work as servitors within the factories until they die.
[] A world newly brought into compliance. Wosuf, a world that has lived for thousands of years in the shadows, avoiding any danger at all cost, yet now they have been brought into the fold of the Imperium and so your family now serves.
[] You are born onto the last of a once massive floating city. You live not upon a station or upon the surface of a world, but upon a dying wonder of a past era. Your home is that of decaying Gas Giant Habitat built in the distant past. Perhaps it was once a paradise, but now as the systems fail, your people have begun to suffer the effects of gravity and temperature, but Olynn's people hold strong and do their best to repair technology long since lost
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To which stratum of influence are you born to?

[] Nobility is your heritage, you are born to the leaders of your world, perhaps not the final rulers but rulers non the less, you will have access to the best of the best of the world. (Gain Trait: Intelligent)
-[] You are a member of Ectu's nobility. (Gain Traits: Charismatic, Paranoid)
-[] You were inducted into the Fabricator General's personal family (Upgrade Intelligent to Genius, gain Scientifically Inclined)
-[] You are the child of the once ruling family of Wosuf, and as such have little to your name. (Gain Trait: Production Mastery, Charismatic)
-[] You are the child of two of the greatest scientists of Olynn, they are widely considered to be the last hope for your world. Your conception and birth was less a matter of love and more a matter of hope for you to combine both of their strengths, and it has so far shown to be so (Upgrade Intelligent to Prodigy)

[] High Middle Class is your family's histoy. You bear no great wealth, but also stand far above your poorer peers. You might not have the ear of the noblity, but you can trust in the arbites to keep you safe more often than not. (Gain Quick Learner)
-[] You are part of the cadre of those that cater to the nobility of the spires of Ectu, and from this you have learned much (Gain Traits: Charismatic, Master Haggler)
-[] you are part of one of the senior tech priests family, less is yours to have, but less is expected. (Gain Traits - Gain 1 random Inclinded Trait by 1d3, upgrade Quick Learner to Exceptional Learner)
-[] Your family was conformable for generations in the upper levels of Wosuf society, yet for you not much has changed. People leave every year but that is abstract, for you nothing much has changed. (Gain Traits: Enduring, Conformists)
-[] Your family is close with the last hope of Olynn and from those ties, they have taken it upon themselves to educate you (Gain Traits: Intelligent, Engineering Inclined)

[] Peasants are what your family has been for thousands of years beyond count. Never has anyone ever risen your name above the poverty line for more than a handful of years. It is a well known joke at your expense among those that live on your level, but it has hardened you to the words of others. (Gain Traits: Extremely Adaptable, Resilient)
-[] Your family lives in the lower spires of Ectu, a world of grime and muck, where mutants are as common as normal humans. (Gain Trait: Strong, Survivor)
-[] To a pair of menial servents you were born, in the depths of a forge world never seeing the light of a star. That is your fate for you were born to the lowest rung of the Adeptus Mechancius that is not the servitors crafted from the bodies of those that fail your masters. (Gain Traits: Industrious, Strong, Conformist)
-[] Your family works as a simple group of servants for the more elite of the world. You have to live in fear for your kind are the first to be sent to die in wars far from home. (Gain Traits: Nomadic, Charismatic)
-[] Your family has laboured for centuries to repair what can be from what you have at hand. You are expected to follow in this tradition of labor. (Gain Traits: Very Strong, Engineering Inclinded, Industrious)
 
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Olynn Informational
People of Note
Astein, the Lord Apothecary of the station. You know little of the man at the moment, but from the echoes that you have gathered you know that he is a truly devout individual that seeks to emulate the ideals that the God Emperor commands.

Eliza, the Pontifex of Olynn, a woman from a world far from here. Beyond her origin as being far from this place, you know little of her past, but you have seen the memories of the mutants being consigned to the purifying flame as commanded by the God Emperor in all of His Divine Wisdom. You feel safe under her watch for the sanctity of Humanity is in good hands.

Lysa, your mother. The foremost researcher of the station, she is the one that has brought time for the station to live. It is said that she turned back the clock by a century in her life so far. Yet, there is fear in all that consider her for it is clear to everyone that she views human life as something that lacks any value.

Orsion, your father. A man that is the leader of the engineering centers abroad Olynn. He is the one that uses what Lysa learns to provide the needed repairs. Where Lysa is cold and almost alien in view, Orsion is a man of the people and strays close to the edges that you find acceptable as a Human that lives by the mercy of the Divine God Emperor. He is the first to defend the mutant's right to life as seen in several events where a such creatures were put to the flames. For this you are uneasy in his presence.

Syra, a child that you found while with your father in the depths of the livable areas of the station. She was once a thin, wasted child lacking in size and muscle, but now is a healthy size and weight. You managed to discover that she lacked any parental figure in her life and nudged your Father to take her in.
Instinctive Language - can learn any Language with all its idiosyncrasies from a Native Speaker in a minimum of 1 day to a maximum of 1 decade. This does not work with writing or other information forms, only the spoken word is learned via this trait (Anatol Boon)

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Near By Celestial places
You know little of the worlds beyond the atmosphere of your gas giant home at the moment. Perhaps you will be able to learn more in time to come.

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Issues with Olynn Station
Your mother holds that the primary issue stems from a lack of power to the sub systems of the station. However, your father counters with the fact that the under levels of the station are unreachable until the conversion systems are repaired. The only thing that is clear is that power, conversion emitters and the gravitational systems are failing and at current rate it is expected that Olynn won't survive more than a few decades.

Energy: Dwindling
Material: Sufficient for basic stuff
Advanced Materials: Effectively nonexistent (on turn five gain some materials)

Durability at full is 100, when it reaches 0 the sub system is destroyed, below 25 the system is offline, below 50 the system is failing.

Hidden systems (Uncovered)
Penrose Reactor (T7) (Inactive 14)
Gravitational Conversion Fields (T7) (Inactive 24)
Reality Anchor (T8) (Inactive 07)

Deactivated systems currently
Anti-matter reactor (Must be repaired) (T3) (13)
Anti-matter generators (Must be repaired) (T3) (16)
Gas collection systems (T4) (20)
Gas purification systems (T5) (12)
Internal experimental FTL internet (tachyon based) (T10) (22)
Tachyon computer cores (Must be repaired) (T6) (21)
Internal wormhole creation systems (T7) (10)
External Defenses (T6) (7)
Stasis Vaults (T5) (10)
Atomic sensors (T4) (20)

Failing systems
Cold Fusion back up reactor (Must be repaired, Can be Repaired, Cost 1 suit of armor or 10 units of Tier 2 materials) (T2) (40)
Heat energy conversion fields (Must be repaired, cost to repair 5 suits of armor, unaffordable to repair any other way) (T7) (26)
Kinetic energy conversion fields (Must be repaired) (T7) (41)
Back up aero/aquaponics (T2) (45)
Exotic Gene Crops: Tier 8
Self Regulating Crops: Tier 5
Vertical Farming: Tier 1
Complex Ecosystem Creation: Tier 3
Meat Plants: Tier 5
Secondary quark computer core (T5) (43)
Internal databanks (T3) (38)
AI core (Must be repaired) (T5) (40)
The AI (only needs the core) (40)
Internal Defenses (T6) (33)
Gravitational Reference frame alternators (Must be repaired) (T7) (48)
Back up maneuvering impulse thrusters (Must be repaired) (T4) (28)

Working Systems
Energy to matter conversion (T8) (85)
Automated refineries (T2) (83)
Power Armor production (T8) (produce T8 armor) (100)
Air Conditioning (T3) (99)
Air processing (T3) (98)
Hull Maintenance (T1) (89)
Tertiary Computer Core (T2) (75)
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Relics of Olynn
This relic takes the form of a standard pair of glasses, that would be commonly found on any world within the greater Imperium or even beyond its borders. However, they are in truth a relic of a long past era of Humanity, hailing from the epoch in which Olynn was first built and Man commanded the second greatest empire of the age. You know that the lens are forged of transparent Titan Alloy via methods that even you can barely even imagine, with nanoscopic scale circuitry imbedded into the lens all routed through a Starcell reactor the size of a grain of sand and a cogitator that controls all aspects of the relic. You have noted a distinct lack of any effects that would indicate a machine spirit being in existence. The ASDC has been used for according to your Father, over five thousand years as a simple hull inspection tool to find forming gaps in the metal that form the outer walls, but now you have gained a level of proficiency with the technical systems of your long distant ancestors and have unlocked the true value of the ASDC. It is now revealed to be a system that can calculate atomic level stress fractures that are in the process of forming, and has advanced machine learning systems to diagnose and provide repair schematics for any basic technology or system. Unfortunately, as far as you can tell, this set of ASDC is hard locked to only function within the range of Olynn and is unable to be removed without shutting down entirely. Even so, this single tool, is critical to any hope of stabilizing Olynn.

This relic is a Tier 12 item. If fully understood it will unlock the following technologies for Immediate research and give 25% completion to them all: Cold Fusion and Improved Cold Fusion, Administrative AI, Dark Age basic Adamantium (Tier 6), Dark Age micro computer core (Tier 7), Dark Age spatial compression (Tier 10), Dark Age handheld atomic sensor (Tier 7). integrated energy to matter bands (Tier 10), Basic self repair systems (tier 5)

Traits
Olynn Purpose built diagnostic tool: provides a bonus of +160 and give an additional two dice to diagnosing problems with Olynn station (bonus also applies up to 1/4 of the research cost of any Olynn System that the ASDC can be used on)
Armageddon Proof - has internalized self repair systems that prevent it from ever wearing out, needs no external power
Adaptive VI - will become over time better suited to its user (every year of use the bonus increases by 1/4 and every decade increases dice added by 1)
Olynn Hardlocked - can't function outside of the boundaries of Olynn station
Repair Control node - can connect to Olynn's internal networks to facilitate repairs in unreachable locations provide the systems have supplies
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Restored Dark Age Genetic Packages on Olynn Station
This gene package causes the shoulders to mutate and grow extra dense sockets to allow for wings to grow out from the back. At full size these wings will have a wing span of 20 feet on a normal size human of sixth foot height. Within the musculature of the wings there are organs that serve to bend gravity around the wings allowing for three dimensional flight and limited inertia manipulation via gravity alteration. These organs provide a detailed topographical sense of the surrounding space time and gravity fluctuations within it
This gene package causes the skin on the forearms and lower legs to mutate such that the skin is covered in an artificial material that the cells naturally produce. This compound is a non thermal conductive substance that bears similarities to the Imperium's ceramite if to a vastly superior degree, being impervious to all temperatures below that of fusion. (Incomplete)
 
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Army/Fleet/Duel systems
Duel system
Traits such as Survivor/Robust grant extra wounds.
Survivor grants +2 wounds
Robust grants +10 wound
Perks can grant extra wounds or affect how wounds function and Survival odds
Base Survival roll dc is 95
The base wound count is 5

In combat, both sides roll their combat roll with all bonuses applicable. Psionic/Psyker combat if one side is a psyker or psion with bonuses as normal for that type.

Psyker/psionic combat types by default can be applied on the army scale.

In duels each wound inflicted applies a malus of -5 to all rolls within the duel. For Hero type units, wounds are counted as either Minor, Moderate, Major, Crippling based on number of degrees of success: Minor wounds are suffered when the opponent inflicts 1 wound, Moderate 2, Major 3, Crippling 4.

If a person is overkilled by a minimum of 5 wounds over their max wound count they are dead and have no survival roll.

Under five overkill wounds, each wound taken increases Survival DC by 5, from whatever base DC the Hero unit has from traits/perks. If a person passes a survival check, they gain 1 temporary wound to reach medical attention within the next five hours or die with no recourse.

Critical Fails happen on nat 1 and cause the one that rolled them to suffer two degrees of failure
Critical Success happen on nat 100 and give the one that rolled two degrees of success

If in a duel a person rolls 100 vs 1, it doubles the bonus of the 100 and halves the bonus of the 1

Note that bonuses still apply on critical rolls either way, thus the effect of a nat 1 might not matter if a person is still 10 above their foe after subtracting 10 from their total and vice versa

Armies have a tech level based on the average technological rank of their originating worlds.
Every two tech tiers they gain plus five to their wound threshold
Base wound count is 20 and threshold is 10

The Higher tier army rolls first in all engagements. Range increases as the tier level increases, this means that when facing a higher tier army the lower tier army suffers maluses until they reach effective range. Effective range is found by the number of Tiers between the two fleets, a Tier 5 vs Tier 10 army would have five rounds before the Tier 5 reached its effective range compared to the Tier 10. The Malus inflicted for being out of Effective range drops as the range closes, for every round yet to close the closing fleet suffers the difference between the their tier rankings multiplied by the lower tier's base bonus. For every round that passes the difference of tier is reduced by 1.

Psionic army combat rolls at range, treat wounds as a matter of moral, at which point reach 0 causes the army to flee in terror or simply break down in dread.

Psyker army combat rolls at range treat the psyker as a normal weapon, with the wounds representing the number of people killed

A degree of success is achieved when a roll is 5 greater than the opposing roll.

Army scale malus per wound is -5 to all of their rolls per wound taken. Armies start rolling moral checks when below 5 wounds. Assuming they haven't been facing psionic armies, in which case they start rolling moral checks at ten wounds.

Zenith Armies have an increased wound threshold of 10 above their nominal tech tier, in addition to having regenerating shield buffers that can absorb 1 wound at 8, 2 at 9, 4 at 10 wounds before falling for 4, 2, 1 rounds.

Furthermore, Zenith armies inflict a malus of the difference of tech level multiplied by 10 and double their bonuses against non Zenith forces, then finally they change the bonus increase from 5 to 1 to 20 to 1.

Against fleets of a Tier level more than 2 below their own, Zenith armies nullify both the cancelation of Critical Fail blocking and Success granting along with cutting the support bonus by 25%. Once the ground is secure, they can start doing direct engagement rolls with the fleet in orbit with the same rules of army combat, with the fleet having its full bonus vs theirs. Every ship counts as worth 1 army of its tech level Non Zenith type

The Custodians count as a tier 9 Zenith Army, a full chapter of space marines counts as a tier 5 Zenith army, Eldar armies by default count as Zenith at tier 6 as do Necron armies at tier 7

Custodians count as an army if 2k are around
Astartes if 5k are around
Aeldari if 4k are around
Necron if 3k are around


Orbital Supremacy grants its allies: Narrative advantage. Removing the possibility for critical fails for its allies and successes on their opponents side. In addition the fleet's total bonus is granted to the Army's bonus for the purpose of combat rolls. To achieve Orbital Supremacy all anti space weapons must be offline and no major space born threats remain in system. If the anti space guns still function then only half the fleet's bonus is applied to the army until they are taken off line.

even partial orbital control eliminates range maluses due to orbital transportation

If the planet has a Planetary Shield projector, until it is removed it reduces the bonus from Orbital Bombardment by a percentage based on the tier of projector. Basic reduces the bonus by half, advanced by three quarters and Zenith by 95 percent. Planetary Shields also nullify the cancelation of the immunity of critical fails by the allied army as long as they are functioning.

Unlike fleets, for every fivefold increase in scale doubles the effective bonus of the army. 5 to 1 on either side, 10 to 1 so forth.

Tier 1: 5
Tier 2: 10
Tier 3: 20
Tier 4: 40
Tier 5: 80
Tier 6: 160
Tier 7: 320
Tier 8: 640
Tier 9: 1280
Tier 10: 2560

A ship's tech tier is based on the tech level of the civilization that built it. This gives it a flat bonus to all of its rolls. A fleet has the same tier as the average percentage of the ships that make up its value, rounded up to the nearest tier value.

The Higher tier fleet rolls first in all engagements. Range increases as the tier level increases, this means that when facing a higher tier threat the lower tier fleet suffers maluses until they reach effective range. Effective range is found by the number of Tiers between the two fleets, a Tier 5 vs Tier 10 fleet would have five rounds before the Tier 5 reached its effective range compared to the Tier 10. The Malus inflicted for being out of Effective range drops as the range closes, for every round yet to close the closing fleet suffers the difference between the their tier rankings multiplied by the lower tier's base bonus. For every round that passes the difference of tier is reduced by 1.

A fleet that is three or more tiers higher than the opposing fleet, can flee from battle at will, while the lower tier fleet can't flee from battle if more than half of the higher tier fleet's wounds remain

For Fleet combat the combined Fleets have a total wound count of 20, with each wound being roughly 5% lost for one reason or another. Due to Shields, on a fleet scale the fleet has a buffer of wounds equal to its average tech level that regenerates one per round.

Zenith Ship classes have a total wound count of 20 and a shield buffer of double its nominal tech tier

Long term stable fleets and commanders can gain Perks to modifier the entire fleet's action and rolls
The direct tier of armor informs the Degree of success as the Tier value times 5

Fleet scale comes into play, if one side has a large advantage that gives a bonus to their rolls, if one side can allocate extra ships to their foes they gain a bonus. For every full number ratio that a fleet outnumbers their foe they double their bonus to rolls. IE 2 to 1 is a double, 3 to 1 is a triple so on

Tier 1: 5
Tier 2: 10
Tier 3: 20
Tier 4: 40
Tier 5: 80
Tier 6: 160
Tier 7: 320
Tier 8: 640
Tier 9: 1280
Tier 10: 2560


Traits for ships come into play during both duels
In duels, the Shield system grants a regenerating wound buffer over time.
In a duel the Shield system regenerates one layer of shielding up to its tier by dividing the reactor tier by 2 rounding down, with each full number being one wound recovered per round
In Duels the weapon tiers are counted, such that laser/kinetic weapons are considered individual
The bonus is the average tech bonus as in fleet fights
The armor is the same as in fleet fights
The Higher average tier of engine and reactor rolls first in duels

In duels the base Hull is set to 4
Void Shield only start to regenerate after two rounds, have twice the nominal shield strength, treats energy weapons as one tier higher
Shields regenerate per round, treat kinetic weapons as one tier higher
Crystal Infused Plating increases Hull by 2
Crystal Forged Plating increases Hull by 4
Zenith Ships have base Hull of 12
 
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Research System
The Base cost of all research is increased by 100
The Chosen One Trait, reduces research costs by 100 and gives research credit per month
Normal Researchers provide lump sum research progress per year of work, 500 million researchers for every chunk of 4 points per year. Researchers provide 1/10 their total output to the project the Chosen One is currently working on.
The Chosen One retains any progress that normal researchers have made on any technology when they start to work on it.
The Cost of a tech starts at 500 for tier one and doubles every tier up to tier 10

Traits (only applicable on the specie level)
Robust - adds 5% to the output
Charismatic - adds 2.5% to the output
Intelligent - adds 10% to the output
Erudite - Increases researcher output by 2 at base and adds 20% to final output
All other int traits provide the bonus of Intelligent

Cost of Tech for Chosen One
T1: 500
T2: 1000
T3: 2000
T4: 4000
T5: 8000
T6: 16000
T7: 32000
T8: 64000
T9: 128000
T10: 256000

Edit: Not sure how I managed to loss this part, but in order to repair complex technology without an infrastructure of higher or same tier, you have to first understand the system with the same method as you would research the system. However, due to the comparably lesser burden on the side of true understanding you only need to reach 1/4 the total cost in order to begin repair processes.
 
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General Trait List
Charismatic - moderate buff to interaction with other people/species, affects all forms of social stuff (10)
Intelligent - minor buff to all research stuff/tactics (5)
Genius - gives immunity to critical fails for research stuff/tactics and large bonus to research/tactics (40)
Scientifically Inclined - large bonus to esoteric theory crafting (40)
Production Mastery - high buff to getting stuff to make more stuff, includes human labor (20, narrative in part)
Quick Learner - reduces cost of Perks to 75%
Master Haggler - can get fancy stuff for less, a buff to haggling stacks on Charismatic (10)
Expectational Learner - reduces cost of Perks to 50%
Inclined (Physics/Engineering/Society) - gives a bonus to theory crafting for field area (10)
Strong - minor buff to melee combat/manual labor (5)
Survivor - reduces DC to live past normally fatal wounds (DC reduction of 5, down to 90)
Industrious - Suffer less from overwork (more actions before malus)
Conformist - less attention (lower DC to avoid Black Ship pickup)
Nomadic - more inclined to wander, small bonus to interacting with strangers (5)
Very Strong - large buff to melee combat/manual labor (20)
Extremely Strong - large buff to melee combat/manual labor (40)
Extremely Adaptive- suffer no malus when working in unfamiliar environments, Common Perks are reduced to 25% cost to learn
Adaptive - suffer halved malus when working in new areas, common perks cost half to learn normally
Erudite - Large bonus to research/tactics, can stack with other int traits (40)
Robust - large bonus to melee combat and survival rolls (40, survival DC reduced to 85, increases action count)
Cybernetic - moderate bonus to using Technology/survival/combat (10)
Venerable - vastly increased lifespan (1000-2000)
Enduring - increased life span (100-300)
Rapid Breeder - growth rate increased by 5 years (full physical maturity reached at roughly 15)
Dexterous - minor bonus to combat, moderate bonus to evasion (5)
Very Dexterous - moderate bonus to combat, high bonus to evasion (10)
Extremely Dexterous - high bonus to combat, high bonus to evasion (20)

Custodian - Absolute Obedience to Emps Commands or Designated Successors, Best of 2 for all rolls, Large bonus to all rolls, Best of 5 when fighting on Terra or in Complete Obedience to current Orders, Reduce Enemy psyker rank by two levels.

Chosen One - extreme Bonuses to Government/Interaction/Tactics, massive bonuses to all other rolls (except research), makes All Rolls best of 3, Immune to Warp divination, Cant use precog to read Daemons/Chaos/Warp stuff, unaffected by Blanks, True Immortal, Reduces Tech Cost by 100

Prodigy - Combines the effects of Genius/Exceptional Learner

Primarch - massive bonuses to all actions, Best of 2 for all rolls, Immortal, Zenith Army of tier 10

Paranoid - Will always assume the worst of suspicious individuals and newcomers. Moderate bonus to surprise rolls and intrigue, malus to interacting with normal people

Farseer - best of 2 for all actions, Massive bonuses for long term plans, bonuses are reduced when faced with someone unable to be divined (best of 1, Large bonus to all rolls), This Trait only applies to army/fleet scale forces.

Necron - large bonuses to all rolls, can not die, can heal in combat

Ork - scaling bonuses to all rolls based on number of other holders of this trait in a scaling area

Astarte - large bonuses to all combat rolls/weapon types/logistics/tactics, malus to human interaction rolls

Psionic - Large bonus to research/administration/resource production, high bonus to personal power

Psyker - grants sub type traits: does not gain bonuses from other traits for psyker combat
-Below use - No bonus, increased daemon attention
-Gifted - minor bonus to one type of roll chosen at random
-Usable - minor bonus to 3 rolls
-Minor - minor bonus to psyker combat rolls post training
-Moderate - moderate bonus to psyker combat rolls, can train disciplines
-High - high bonus to psionic psyker rolls, gain 1 affinity
-Very high - large bonus to psyker combat rolls, gain 2 affinity
-Near max - massive bonus to psyker combat rolls, gain 3 affinities
-Max - extreme bonus to all psyker combat rolls, can force anything to happen

Illumination: Can Forcibly convert those that Deny the Truth of the God Emperor's Light. (Is Shroud interaction based that will be revealed more in time)
 
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[X] Plan Echoes of past glories
-[X] You are born onto the last of a once massive floating city. You live not upon a station or upon the surface of a world, but upon a dying wonder of a past era. Your home is that of decaying Gas Giant Habitat built in the distant past. Perhaps it was once a paradise, but now as the systems fail, your people have begun to suffer the effects of gravity and temperature, but Olynn's people hold strong and do their best to repair technology long since lost
-[X] Nobility is your heritage, you are born to the leaders of your world, perhaps not the final rulers but rulers non the less, you will have access to the best of the best of the world. (Gain Trait: Intelligent)
--[X] You are the child of two of the greatest scientists of Olynn, they are widely considered to be the last hope for your world. Your conception and birth was less a matter of love and more a matter of hope for you to combine both of their strengths, and it has so far shown to be so (Upgrade Intelligent to Prodigy)

[] Plan Embers not yet extinguished
-[] A world newly brought into compliance. Wosuf, a world that has lived for thousands of years in the shadows, avoiding any danger at all cost, yet now they have been brought into the fold of the Imperium and so your family now serves.
-[] High Middle Class is your family's histoy. You bear no great wealth, but also stand far above your poorer peers. You might not have the ear of the noblity, but you can trust in the arbites to keep you safe more often than not. (Gain Quick Learner)
--[] Your family was conformable for generations in the upper levels of Wosuf society, yet for you not much has changed. People leave every year but that is abstract, for you nothing much has changed. (Gain Traits: Enduring, Conformists)
 
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[X] Plan The Power Of Knowledge
-[X] Forge world Rurth is where you call home. A world that is considered to be the work of the Ancients, the sky gleaming the colors of silver and gold at all times of day, even penetrating the thick cloud of smog and dust the chokes the world. A world controlled by a particularly harsh sub cult of the Adeptus Mechancius, that forces all that bear the touch of mutation to work as servitors within the factories until they die
--[X] High Middle Class is your family's histoy. You bear no great wealth, but also stand far above your poorer peers. You might not have the ear of the noblity, but you can trust in the arbites to keep you safe more often than not. (Gain Quick Learner)
---[X] you are part of one of the senior tech priests family, less is yours to have, but less is expected. (Gain Traits - Gain 1 random Inclinded Trait by 1d3, upgrade Quick Learner to Exceptional Learner)
 
[X] Plan Echoes of past glories
-[X] You are born onto the last of a once massive floating city. You live not upon a station or upon the surface of a world, but upon a dying wonder of a past era. Your home is that of decaying Gas Giant Habitat built in the distant past. Perhaps it was once a paradise, but now as the systems fail, your people have begun to suffer the effects of gravity and temperature, but Olynn's people hold strong and do their best to repair technology long since lost
-[X] Nobility is your heritage, you are born to the leaders of your world, perhaps not the final rulers but rulers non the less, you will have access to the best of the best of the world. (Gain Trait: Intelligent)
--[X] You are the child of two of the greatest scientists of Olynn, they are widely considered to be the last hope for your world. Your conception and birth was less a matter of love and more a matter of hope for you to combine both of their strengths, and it has so far shown to be so (Upgrade Intelligent to Prodigy)

Going for broke everyone!

Here's how this vote would play out.
We will be on a station that will be breaking down and we need to save it. Our background and the level in society that we have will give us a cover for our ability to bring stellaris tech into the setting and how we are so good(thanks to to Chosen One bonuses). We must carefully navigate the power structures and successfully fix the station, stopping it's slow deterioration(well... for now that is). If we succeed, we get a lot of shinies. A LOT.

There is DOAT tech here. That will be all I will reveal here.

So what are we waiting for?
Let's get in deep and dance between the raindrops!
 
Also going to state that this is happening in the beginning of the 40th millennium. So you have basically 1k years to prepare for the coming 13th Crusade.
 
[X] Plan Echoes of past glories
-[X] You are born onto the last of a once massive floating city. You live not upon a station or upon the surface of a world, but upon a dying wonder of a past era. Your home is that of decaying Gas Giant Habitat built in the distant past. Perhaps it was once a paradise, but now as the systems fail, your people have begun to suffer the effects of gravity and temperature, but Olynn's people hold strong and do their best to repair technology long since lost
-[X] Nobility is your heritage, you are born to the leaders of your world, perhaps not the final rulers but rulers non the less, you will have access to the best of the best of the world. (Gain Trait: Intelligent)
--[X] You are the child of two of the greatest scientists of Olynn, they are widely considered to be the last hope for your world. Your conception and birth was less a matter of love and more a matter of hope for you to combine both of their strengths, and it has so far shown to be so (Upgrade Intelligent to Prodigy)



Mainly want Olynn.

Anyways, very much do like Stellaris. I recall enjoying the crystalline entities, the enigmatic stuff, as well as the automated juggernaut. The later due to appearance.
 
Ok, just to inform everyone that has selected the plan "Plan Echoes of past glories", this will be a hard one. While the station won't immediately fall out under us, it will be a scramble against time. Thankfully, due to the start selection(Noble with Genius), we will have cover for us being so good(thanks to Chosen One trait) at things(avoids imperial suspicion). If we pull this off right, we win a lot of loot. DAOT level stuff. That is easily equivalent to T8 tech right there.

Just be prepared to start having to push hard at fixing things and getting to why the station is breaking down.
 
No one wants to rise through the ranks of the Adeptus Mechancius until we make Fabricator General. This makes me sad.
 
Not sure if this will help or not but I will say that all starts are roughly equal in the long term. They each have advantages and disadvantages that you will discover as the quest continues. There is not a single god tier start that will make all of your problems non existent.
 
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