[X] Rakshata Chawla
[X] Intrigue
[X] Warp Science
With this expy cybernetics would be more in line with character, but having basic Warp knowledge from a get go is much more precius in this era.
 
[X] Computer Science

Let's choose the force multiplier instead of rudimentary knowledge that we should know anyway.

Seriously, we will have many chances to understand the warp
 
Character Sheet
Character Sheets

Current Identity: Rakshata Chawla
Appearance:
Stats:
Martial
= 13 = (8+5)
Diplomacy = 15 = (10+5)
Stewardship = 14 = (9+5)
Intrigue = 16 = (11+5)
Learning = 16 = (11+5)

Traits:
Perpetual
- This character is a rare Human mutant who has lived for thousands of years. They do not age and are capable of regenerating from otherwise fatal injures. Having lived for so long they have gained literal life times worth of experience in just about every aspect of life. (+5 to all stats).
Warp Scientist - This character is a avid scholar of the Warp, with a particular interest in its connection to the rising number of the so-called "psykers" across the galaxy, and the strange ethereal beings that seem to inhabit this chaotic dimension. (All Learning rolls related to the study of the Warp, Psykers or Warp entities receive a bonus equal to double their Learning score.)


Persons of Interest

Iqra Yaren
A student of the Aminsky-Kuller University, Iqra Yaren is a young women pursuing a degree in the field of applied Parapsychology. The study of psykers and psychic abilities. Though neither a particular popular nor lucrative field on her homeworld of Kaylar, she a vested interest in furthering her understanding of the psyker phenomenon, being a confirmed psyker herself. Since she was a young girl she demonstrated a form of empathic telepathy, allowing her to sense the emotions of people in her immediate vicinity.

Stats:
Martial
= 8
Diplomacy = 7 = (6 + 1)
Stewardship = 10
Intrigue = 11 = (10 + 1)
Learning = 14 = (13 + 1)

Traits:
University Student -
This character is currently a student pursuing a degree at a university. Their dedication to learning only held back by their relative lack of experience. (+1 Learning)
Untrained Psyker (Empath) -
This character possess psychic abilities that allow them to sense the emotional state of nearby individuals. Though a potentially potent ability, they have yet to truly master this ability due to a lack of proper training. (+1 Diplomacy and +1 Intrigue)
Lexi Morse
A former sergeant with the local sectors branch of the Federation Army, Lexi Morse retired from active service and settled on Kaylar 15 years before the warp storms left the planet cutoff from the rest of the galaxy. Since leaving the military she has work as an independent security consultant for several major companies on Kaylar, and even the local PDF. Though she is currently in her 80's, thanks to the genetic modifications that come standard for soldiers serving in the Federal Army, coupled with some of the more affordable rejuvenate treatments, she is still in her physical prime.

Stats:
Martial = 16
= (14 + 2)
Diplomacy = 10
Stewardship = 10
= (9 + 1)
Intrigue = 9
Learning = 13

Traits:
Former NCO
- This character served for many years as a non-commissioned officer, as such they have ample experience leading and managing troops on a tactical level. (+2 Martial and + 1 Stewardship)
Ammar Mayer
A young aspiring journalist, what Ammar lacks in experience he more then makes up for in enthusiasm. Though he possess great potential, his organisational skills leave much to be desired. Much like a trained bloodhound, once a particular task has caught his interest he'll purse it with a vigour and determination that is admirable. But he can become so fixated on achieving his goal that everything else tends to fall by the wayside. Including "boring" but necessary things like proper paperwork.

Stats:
Martial = 7
Diplomacy = 14
= (13 + 1)
Stewardship = 7
Intrigue = 11
Learning = 10

Traits:
Amateur Journalist
- This character is an aspiring journalist. Though they lack experience, they understand enough to present themselves and what they're trying to convey in a way that is both appealing and attention grabbing. (+1 Diplomacy)
Shelly O'Sullavin
Though considered a small fish in what is admittedly a relatively small pond, Mr. O'Sullavin nevertheless possess numerous contacts within Kaylar Primes criminal underworld. He's also managed to remain off the radar of the planets police forces, making him a useful middleman for any underhanded dealings. He may not be a criminal mastermind, but he can get the job done.

Stats:
Martial = 8
Diplomacy = 11
Stewardship = 7
Intrigue = 13
= (12 + 1)
Learning = 8

Traits:
Small-time Crook
- This character has dipped their toes into the seedy underbelly of society. Though they may not have made any big scores, they nevertheless understands how to operate and keep their activities hidden from cursory investigation. (+1 intrigue)
 
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Prologue - Planet Generation
Winning Votes:
[X] Rakshata Chawla
[X] Intrigue
[X] Warp Science

4d4+5 = (2,2,3,4)+5 = 16


The World of Kaylar
First discovered some 600 hundred years ago around the mid-24th millennium, the world that would one day become known as Kaylar was recognised immediately as an ideal candidate for colonisation. A varied, but on average, temperate world dominated by two primary landmasses divided by a narrow sea. With a rich nitrogen-oxygen atmosphere, an active but mostly stable hydrosphere, and an average planetary gravity of only slightly of above Earth standard, it's frankly surprising that it took an additional two centuries for Human colonists to actually set foot on the world. Once they did the new inhabitants quickly set to work surveying their new home, making a number of discoveries that would aid the colony in establishing itself...

You have (2) planetary trait points to spend:
Please vote using a plan format.

[] Resource Rich - (Cost 1 point)

It was quickly discovered that the world of Kaylar was surprising rich in mineral wealth. Rare and valuable deposits of precious metals can be found in surprising abundance, along with literal mountains worth of more common materials.

[] Resource Poor - (Gain 1 point)
Despite early optimism it soon became apparent that Kaylar was considerable below average in terms of mineral wealth. Though there were enough common metals and such to sustain the planet, it would likely never become a major industrial world.

[] Agriculturally Vibrant - (Cost 1 point)
The planets soil is highly nutrient rich, allowing for vast agricultural development with little risk of environmental devastation.

[] Agriculturally Desolate - (Gain 1 point)
The planets soil is shockingly poor, barely able to sustain the current ecology. The colonist will need to rely on either imports or hydroponic farms to meet their needs, or risk environmental devastation.

[]Friendly Locals - (Cost 1 point)
It turns out the planet wasn't as uninhabited as initially thought. A native sapient species was discovered shortly after colonisation, but thankfully they turned out to be quite friendly and welcoming to the new arrivals. They were fairly primitive and relatively few in number, having only recently begun to congregate in large numbers and build cities. But appeared to value cooperation and peaceful coexistence. Unfortunately Federation Law is quite strict when it comes to protecting primitive alien civilisations, so to get around this issue the colonists offered to uplift the locals and help integrate them into galactic society. An offer that was eagerly accepted.

[] Angry Locals - (Gain 1 point)
It turns out the planet wasn't as uninhabited as initially thought. A native sapient species was discovered shortly after colonisation, and they weren't happy with what they perceive as invaders stealing their land. Thankfully they were fairly primitive and relatively few in number, having only recently begun to congregate in large numbers and build cities. Unfortunately Federation Law is quite strict when it comes to protecting primitive alien civilisations, and so to avoid drawing their ire the colonists were forced to heavily restrict development upon the world.

[] Foreign Claims - (Gain 2 point)
An alien interstellar nation native to the local sector had already earmarked the planet for colonisation and they weren't happy with the Humans that had swept in and stole their planet. Whilst not willing to directly challenge the might of the Human Federation by contesting the claim militarily, they were all too happy to hamper the colonist politically and economically.

[] Joint-Colonisation - (Cost 2 points)
An alien interstellar nation native to the local sector had already earmarked the planet for colonisation, but they were happy to provide additional resources and support to the Human colonists in exchange for joint colonisation right.

[] Alien Ruins - (Gain 1 point)
A handful of strange ruins were discovered at sites across the planet. Though clearly ancient these ruins appear to be highly advanced, even by the standards of Humanity. Unfortunately centuries of study by local academia and the occasional off-world expert have yielded little in way of results.

[] Minor Ork Infestation - (Gain 1 point)
It didn't take long for the colonist to find them. The green-skinned blight upon the galaxy. For thousands of years Humanity has travelled the stars, but no matter where they go they always find more of the bastards. Since the Federation has long since given up any hope of negotiation or peaceful coexistence with the war hungry Orks, the colonists wasted no time containing and eradicating the primitive Orkish tribes that occupied Kaylar. Unfortunately Orks are a stubborn stain on any world they're able to spread their vile spores on. Thus small campaigns would forever be need to periodically cull the Orks whenever they inevitable appeared.

[] Aeldari Raiders - (Gain 1 point)
Reports of ships belonging to the mysterious Aeldari empire being spotted around the sector began to crop up. Quickly followed by rumours of alleged attacks on small colony worlds and lone ships by small bands of Aeldari raiders. Needless to same these sightings greatly reduced the amount of enthusiasm and investment the new colony received for years to come.

[] Psychic Awakening - (Gain 2 points)
Shortly after the colonist started to settle the world a small number began developing strange psychic abilities. With both the overall number of these so called "Psykers", and the strength of there powers increasing dramatically with each generation.

[] Psychic Stirring - ( Cost 1 point)
Shortly after the colonist started to settle the world a small number began developing strange psychic abilities. The number of these so called "Psykers" would remain fairly stable over the years, and their powers seemed relatively minor and easily controlled.

[] Psychic Suppression - (Costs 2 points)
Shortly after the colonist started to settle the world a small number began developing strange psychic abilities. The fledgling planetary government was quick to seize and contain these so called "Psykers". Believing them to be a threat to planetary stability. They would continue to actively hunt and if necessary eliminate Psykers for centuries to come.

[] Trade Hub - (Cost 3 points)
Shortly after colonising the planet a shift in the Warp lanes left Kaylar ideally situated to become a hub for trade across the local sector. The fledgling planetary government wasted no time constructing an orbital space port and a small fleet of system monitors to encourage the flow of trade to their world.

[] Naval Hub - (Cost 5 points)
Shortly after colonising the planet a shift in the Warp lanes left Kaylar ideally situated to become a Strategic Hub for the local sector. The Federation navy wasted no time constructing a base in orbit over one of the outer systems gas giants. Whilst the base is outside the jurisdiction of the local planetary government, Kaylar could at least count on swift aid should the world ever be threatened.
 
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[X] Plan Jolly Cooperation
-[X] Resource Rich - (Cost 1 point)
-[X] Agriculturally Vibrant - (Cost 1 point)
-[X] Friendly Locals - (Cost 1 point)
-[X] Joint-Colonisation - (Cost 2 points)
-[X] Psychic Awakening - (Gain 2 points)
-[X] Minor Ork Infestation - (Gain 1 point)
 
No aliens please, they're just waiting to be betrayed to us in the age of strife. And please no psychic awakening. It's too dangerous. If we take Psychic Stirring we can research it in peace. We may even develop implants like those in Mass Effect that help with control and more potent powers.
 
[X] Plan Well furnished Naval Base
-[X] Resource-Rich - (Cost 1 point)
-[X] Agriculturally Vibrant - (Cost 1 point)
-[X] Psychic Stirring - ( Cost 1 point)
-[X] Naval Hub - (Cost 5 points)
-[X] Alien Ruins - (Gain 1 point)
-[X] Foreign Claims - (Gain 2 point)
-[X] Minor Ork Infestation - (Gain 1 point)
-[X] Aeldari Raiders - (Gain 1 point)
-[X] Angry Locals - (Gain 1 point)


Self-sufficiency during the Age of Strife is vital so Resource-rich and Agriculturally Vibrant added. During this time human psykers rapidly become more and more powerful and unstable due to worsening Warp storms so Psychic Stirring will allow us to investigate psyker gene and related phenomena more gradual rate and create methods to deal with Tainted Psykers with far more efficiency. Naval Base is ideal in Long Run as it will allow us to project power and later it will help us with colonization far more rapidly. It will also help us to deal with Naval related threats like Aeldari Raiders and Foreign Claims. During the Age of Strife, Xenos will betray us one way or another, better we ready ourselves and sharpen our swords to deal with them. Minor Ork Infestation and Angry Locals ideal training tool for our ground-based forces and it will turn the population of this world far more martial and combat-ready to deal with the various threats during this period.

P.S. Our Heroine's main skill is Warp science I am sure Psychic Stirring allows her to investigate Psyker gene and Warp in a much safer environment. Ork Genome and Aeldari Gene Warp related and a masterwork of Old One ingenuity which is an ideal warp related Project for our Warp Scientist. Those alien ruins allow offer us ample sources to enhance ourselves with reverse-engineered staff. If those are Old one Ruins than its best and if they are necron ruins that only helps us to engineer anti-warp staff.
 
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[X] Plan Well furnished Naval Base
-[X] Resource-Rich - (Cost 1 point)
-[X] Agriculturally Vibrant - (Cost 1 point)
-[X] Psychic Suppression - (Costs 2 points)
-[X] Naval Hub - (Cost 5 points)
-[X] Alien Ruins - (Gain 1 point)
-[X] Foreign Claims - (Gain 2 point)
-[X] Minor Ork Infestation - (Gain 1 point)
-[X] Psychic Stirring - ( Cost 1 point)
-[X] Aeldari Raiders - (Gain 1 point)
-[X] Angry Locals - (Gain 1 point)


you use too many points
 
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[X] Plan Well furnished Naval Base
-[X] Resource-Rich - (Cost 1 point)
-[X] Agriculturally Vibrant - (Cost 1 point)
-[X] Psychic Suppression - (Costs 2 points)
-[X] Naval Hub - (Cost 5 points)
-[X] Alien Ruins - (Gain 1 point)
-[X] Foreign Claims - (Gain 2 point)
-[X] Minor Ork Infestation - (Gain 1 point)
-[X] Psychic Stirring - ( Cost 1 point)
-[X] Aeldari Raiders - (Gain 1 point)
-[X] Angry Locals - (Gain 1 point)


you use too many points
updated, removed suppression, and added stirring in its place, we can always create anti-psychic tech later with our research on the warp.
 
Are we illuminated? Or our knowledge born from study?
You're knowledge of the Warp is from good old fashion study and experimentation. Despite how reliant Humanity is on the Warp to maintain their galactic civilisation they understand relatively little about its true nature. Even now towards the end of the Golden Age of Technology. Though in fairness they've been in a slow decline since the Iron Men revolted.

Even with your knowledge you won't know about the Chaos Gods or anything like that. You're aware that some form of life is native to the Warp, but its exact nature and capabilities remain a mystery. You do however know that the Warp is the source of Psykers powers, and that bad things can happen if a Psyker can't properly control their powers.
 
You're knowledge of the Warp is from good old fashion study and experimentation. Despite how reliant Humanity is on the Warp to maintain their galactic civilisation they understand relatively little about its true nature. Even now towards the end of the Golden Age of Technology. Though in fairness they've been in a slow decline since the Iron Men revolted.

Even with your knowledge you won't know about the Chaos Gods or anything like that. You're aware that some form of life is native to the Warp, but its exact nature and capabilities remain a mystery. You do however know that the Warp is the source of Psykers powers, and that bad things can happen if a Psyker can't properly control their powers.
How old are we compared to Emperor and older Perpetuals? I mean are we old as Emperor and aware of him or are we recently born?(relatively recent timeline wise)
 
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