And the victors are: [X]Swordomatic Option and the [X]Moon Shadow

Stats:

Strength: 4
Toughness: 5
Agility: 7
Weapon Skill: 7
Ballistic Skill: 5
Willpower: 8
Perception: 8
Intelligence: 9
Fellowship: 7

Strength is a measure of how physically strong a character is, how hard they can strike with a single blow (without any relevant melee experience), as well as how much they can carry before becoming encumbered.

Toughness measures the physical endurance of the character - namely, how many hits it will take for them to die. It also determines the extent to which character can tolerate injuries - the rule of thumb is that the higher your TGH, the higher your pain threshold.

Agility is the combination of your natural speed, grace, reflexes and spatial awareness. It determines how swiftly one can move and dodge attacks. Though it has no direct impact on the strength of your attacks, agility does affect how quick and precise you are with your weapons.

Weapon Skill or more informatively, Melee, is a measure of your character's effectiveness with their preferred melee weapon. It is a comprehensive stat, based on one's experience, training and synergy of their items, background and base stats.

Ballistic Skill is a measure of how shooty you are, defining your experience with ranged weaponry. It is, basically, the improbable accuracy meter.

Willpower is a measure of character's resolve, presence of mind and discipline; an essential characteristic for one destined to brave horrors of the Warp. One cannot hope to control Warp's sorcery without a strength of mind, much less hope to withstand many of its horrifying displays.

Perception is not only your ability to observe your surroundings, but also the ability to think critically and understand the various dependencies of the universe. It measures not only your Awareness, but also your ability to comprehend and understand visions, as well as understand the principles behind various arcane rituals - whether yours, or that of Archenemy.

Intelligence denotes the character's wisdom and understand - and much more than that. For psyker characters, intelligence is also, quite literally, the measure of their mind's power. The more wise and intelligent you are, the less effort (and dangers) do your Warp rituals entail, while becoming more and more powerful. Basically, the mana stat.

Fellowship is the ability of a character to relate to other beings, and negotiate with them. It is a combination of empathy, charisma, oratory skills and negotiator's trick. Fellowship governs both your ability to banter with other characters, as well as to inspire and rally your allies.

Traits:

Farseer: I walk through the Gates of Fate, through mists of Time; And I realize I never moved, but returned to same room through a different door. -By many seen as the ultimate Path of Eldar. Those who become lost on the path of Seer often face grim fates, but gain the ability to read and interpret the designs of fate. Without them and their guidance, the Eldar would have been destroyed long ago.


Banshee Sword-dance
: The Banshee dances with the blades in its claws, painting the sky red. - Among the Eldar, there are no finer duelists that the Howling Banshees. Utilizing their natural grace and agility, the Banshees spend centuries to master their unique sword style, relying on speed, doging and footwork to outmaneuver their foes, before striking with a flurry of perfectly aimed blows. Though you have left that life behind you, your body still remembers, and in one-on-one duels, you are unmatched, except against Exarch's hand.

Howling Scream: And their screams hounded Khaine, and he knew no respite until his eyes grew hot with hate - The signatory power of the Howling Banshees, the adepts of this particular aspect amplify their shrill screams with psychic waves, creating a terrifying echo. Even the most hardened of minds can become confused and weakened, while lesser ones are often reduced to crying wrecks.

Artisan: The stone shapes us just as we shape it. -Long before the Fall, the Eldar took pride in their skills as builders and artists, merging the two disciplines into a form of true art. Hence those who walk the Path of Artisan are not merely poets and singers, but smiths and architects too. For centuries, you have worked upon the myriad of works of your people, shaped and maintained the walls of Craftworld, cared for Wraithconstructs and even forged the same equipment your brave warriors would take onto field. Those skills still serve you, and you occasionally like to create something, if only to stay in practice.


Swordwind Command:
Many Blades. Many Minds. And yet, One Order and One Will. - the Eldar armies are composed of a curious mixture of part-time militia troops, and warriors who spend millenia honing their skills, but only in a single aspect of warfare. To command Eldar, is to understand how those forces interact, and how to channel them to their maximum efficiency. Approaching more of an art form than a military skill, the Eldar of Biel-Tan had the "Swordwind" commands, and others eagerly adopted their forms.

Justifiably Arrogant: You lost this war before you even started it, fool! - The Eldar once ruled the Galaxy, forging an Empire that makes the Imperium at its height look weak and pathetic. Even when it fell, the Eldar struggled, and survived against the personal attention of one of 4 Chaos Gods. The Eldar are Power - and they absolutely love to remind everyone of this fact, at all times. (Permanent -2 Fellowship to all dealings with any non-Eldar characters).

And thus, you are finally accepted into the ranks of the Seer's Council. A grave burden, and a responsibility. Some feel that you are not ready, but the Craftworld may not have a choice. Eldrad is no more, scattered into the Warp, possibly to never return. Many other Farseers have perished too, and though their stones have been returned, they can no longer serve their people as they once did. You will have to make due.

But you are resolute. You have not faltered before, and you shan't now.

And what's more, you are not alone.

Much like the ancient songs of your people, when great heroes rise, so do those who follow them. Serving with blade, spell, council and plot, and when all else fails, life. There are the common Eldar, and the lesser Seers, who had seen what you've seen, and serve as both acolytes and honored Guards. And then, there is one who leads them.

Among the fair people of your Craftworld, one has pledged their loyalty to you - to serve and aid you in your task.

[]Spiritseer Maetril - While it is true that the Eldar of Ulthwe boast more Seers than any other craftworld, few of those actually follow the more specialized path of a Spiritseer. Guiding and soothing the souls of the dead, these seers are essential to the control and operation of Wraithconstructs; though there is still much controversy among the Eldar whether their current situation justifies the grave sacrilege that is, essentially, raising their dead to fight once more. Regardless, the Spiritseer's training prevents from abusing their powers as a necromancer, and most see themselves as shepherds, both protecting their flock, but also doing what must be done. As a Spiritseer, Maetril has played his role ever since a Chaos raid claimed his wife and daughters, millennia ago. Having eventually found solace in consorting with the spirits in the Infinity Circuit, Maetril is calm and collected; always willing to lend advice to younger Eldar. Although his role is often thankless in Eldar society, the wealth of knowledge he has obtained from his long life - and the Spirits under his care - rivals any fine library.(Spiritseer Hero - can raise Wraithconstructs. Knowledgeable; oriented towards support powers).

[]Pathfinder Lorendil - There are some among the Eldar who from upon those walking the Path of the Outcast, seeing them as nothing more than youthful rebels and a dangerous callback to the excesses of old Eldar Empire. But those truly wise see the benefit that those patriotic Outcasts can provide - a network of watchers and informants throughout the Galaxy, able to reach where Farseer's vision cannot. So is with you and your old friend, Lorendil. Having met him while an Autarch of Ulthwe's armies, you quickly learned to value both his skills with rifle, as well as his ability to track, conceal and find virtually anything. Though he has seen many horrors, Lorendil is, unusually for a Pathfinder, a declared optimist. But perhaps, that is exactly what kept him alive for so long. (Ranger-type Hero. Excellent scout; assassin. Has contacts outside the Craftworld)

[]Warlock Naylus - Like you, Naylus is one of the few Eldar born after the Fall, although arguably even younger than you. Since you were little, he had seen you as his older sister, and your lives mirror each other quite much - while you were a Howling Banshee, Naylus became a fearsome Striking Scorpion. While you were an Autarch, he led the Ulthwe's space forces, becoming a terror of starlanes. When you took to the Path of the Seer, so did he. Although Naylus does not possess the same precision - and control of his visions as a true Farseer, he will, in time, learn the intricacies of the Eldar's highest calling - especially under your tutelage. As a Warlock, he had done well so far as a direct combatant, though his preferred place seems to be among the common Eldar, embolding their efforts with a wide range of powers. (Balanced Seer Hero. Acts as an apprentice to the Farseer. Balanced skill-set, mirroring yours)

[]Exarch Irelise - The Exarchs are universally feared and respected by the Eldar. Feared, for they have been trapped by their Path, and their single-minded pursuit, and love for bloodshed. Respect, for there are no greater warriors among the Eldar. They are also living symbols - for once they don the ancient armor and Soulstones of their predecessors, their persona merges with those before them, becoming a link towards the Eldar's lost past. Hence, once upon the time, the Exarch of the Shrine of Carnelian Blades was your peer and a friend. You trained together, and covered your backs. But you, for a time, was able to move on. She could not, and thus she became Irelise, The Flame Which Dances on the Burrow of Her Enemies. But an Exarch's mind is eternal, and their memory is long. Now that you've become Farseer, the Exarch has requested to lead your honor guard, to repay favors of old. Though not skilled in matters of sorcery, her mastery of war is second to none, as is her skill with Mirrorblades.(Exarch Hero. Leads your Honor Guard, automatically lending some of her Aspect's troops to your command. Master military leader, but not knowledgeable about anything else.)


***

This will be the final piece of character creation. Once we're done, we will be ready to begin, so I hope we can get through this quickly :V
 
[X]Warlock Naylus - Like you, Naylus is one of the few Eldar born after the Fall, although arguably even younger than you. Since you were little, he had seen you as his older sister, and your lives mirror each other quite much - while you were a Howling Banshee, Naylus became a fearsome Striking Scorpion. While you were an Autarch, he led the Ulthwe's space forces, becoming a terror of starlanes. When you took to the Path of the Seer, so did he. Although Naylus does not possess the same precision - and control of his visions as a true Farseer, he will, in time, learn the intricacies of the Eldar's highest calling - especially under your tutelage. As a Warlock, he had done well so far as a direct combatant, though his preferred place seems to be among the common Eldar, embolding their efforts with a wide range of powers. (Balanced Seer Hero. Acts as an apprentice to the Farseer. Balanced skill-set, mirroring yours)
 
[X]Exarch Irelise

Having a pure military char would be useful also, "automatically lending some of her Aspect's troops to your command" it was said that we would have some trouble getting soldiers besides our honor guard.
 
[X] Pathfinder Lorendil
We can do nearly everything decently...but for what the pathfinder does. Its a complementary force.
 
Well, that concludes that. The vote is hereby closed.

[X] Pathfinder Lorendil has won.

I'll have the next update up as soon as I can. Please look forward to it.
 
Strength: 4
Toughness: 5
Agility: 6
Weapon Skill: 4
Ballistic Skill: 8
Willpower: 7
Perception: 8
Intelligence: 6

Traits:

Stealth Proficiency: Do not think. Feel. Only then, will the path open to you. This character has achieved proficiency in hiding their presence, allowing them to carry out various stealth actions with a good chance of success.

Weakpoint Targeting: Even the mightiest armor has eye-slots. Having spent millennia mastering both their aim, and fighting all manner of enemies, this character possesses almost encyclopedical knowledge on weakpoints of various enemies. (Lowers enemy armor and defense values while using ranged weapons)

Strider: To see the stars, to experience all the myriad emotions of the universe, to learn ancient secrets and whisper forbidden curses. Having spent centuries, if not millennia, as a Pathfinder, this hero has experience in watching the movements of various elements in the universe, as well as finding artifacts of value to his craftworld.


You are not really sure why Lorendil has returned to the Craftworld - much less pledged his loyalty to you as your advisor, guide and confidant. But Pathfinders have a...knack for predicting events, at least, as much as Eldar without trained Farsight can. Perhaps he has seen your paths intertwine? Or maybe he believes by serving you he can reach shape a destiny ever-greater.

But you trust him - during your days as an Autarch, his words, and more importantly, his sniping shots had saved many Eldar, and helped you pick the right path. Plus, a Pathfinder is useful to a Farseer - it just won't do for you to rely on rumors and hearsay whenever you're out of your Farseeing trance.


When the official meet of Ulthwe's Seer Council is underway, you know that he is somewhere out there, mixed in the crowd with his half-smile and golden locks, invisible yet visible, likely mingling with the Harlequins that will showcase their arts after the formal part of the ceremony.

It is...comforting you suppose, to have an old presence to rely on.




As for the ceremony itself, full meetings of the Council, followed by a public festival, are a rarity. That all of the currently serving Farseers were able to make it to your induction, can be in fact considered miraculous. A part of you feels honored, knowing that these powerful Seers, the unmovable pillars of your people had taken upon themselves such a menial task as welcoming you, a rookie Farseer. But that same thought also makes you feel humble, for you know that some among the gathered had served Ulthwe while you were still but a youngling, voiding herself in the pants.

Truly, you should reflect more often on the irony of your species great longevity.

The gathering quickly turns social, as Farseers converse and exchange tales, of both far and near. Visions are told and elaborated upon; others debate their validity. The whispers of the Pathfinders are passed, and compared against your wisdom. You hear and witness much, but as it happens, there's not much that you didn't already know. But then again, if you were not as attentive and foresighted as you are, you would have not been made a Farseer.

The stories and songs still pertain to the dreadful 13th Black Crusade, it's shadow still looming over you all. Chaos raiders and insurgents have spread all around the Eye of Terror, and continue to undermine the Mon-Keigh Imperium. For now, the damage they deal is insignificant, but if the savages fail to secure their own borders, then the threat of Chaos will quickly snowball into renewed invasion - one which is sure to threaten the Craftworld.

You also hear that the various stones that Eldrad - blessed be his name - left behind him, apparently split from his Soulstone, still spark with light. Opinions are divided on the meaning of this fact. Some maintain that it's the proof that Eldrad's soul still exists, if fragmented into many pieces, much like that of Kaela Mensha Khaine. But others believe it's merely a dreadful reminder of the eternity of slavery and torture that She Who Thirsts is bestowing upon your beloved hero. A few junior Seers continue to debate it, even as the meeting draws towards the conclusion. Perhaps, there is some truth to these stories? You are a Farseer now; investigating such matters is well within your gesture.




The meeting concludes, eventually, and you are left to your own devices.

You seize that moment to explore to chambers of the Seer's Council, witnessing countless murals and decorations which date all the way back to the founding of Ulthwe. Each one is a memorization of triumph, of defeat, of heroics and villainy. But none of that compares to the sight you are about to see.

You eventually find yourself on a balcony, somewhere directly above the hall where the meeting took place. Whether through chance or will of fate, you find yourself staring at the panorama of Ulthwe's main habitat. The artificial sky projection filters the light to a soft, glowing hue of orange, slowly fading into the brilliant blue of the night. Across it, you can see grav-skimmers glide through the sky, veering in-between the graceful towers and mansions that reach into the very same sky. Their alabaster-white walls are unmarred by violence, and as you pan your vision across the city, you can see hundreds of glittering spires, surrounded by lush parks and occasional amphitheaters and academies devodted to various paths.

Here, in the depths of Ulthwe, war had yet to step. Blood had yet to be spilled; blades yet to sing. The landscape was not ravaged, burned and tainted like that of the outer habitats, where intrepid Chaos warbands attempt to establish footholds, time and time again. The cities have yet to meld into protective citadels, standing vigil against daemons day and night.

This is your home. This is what you are fighting for. The fate of all those glittering spires now fall under

No, so long as you draw your breath, you will not allow anyone - anything, to defile what little your people have left.


~~~


Next morning you feel refreshed, and ready for action. After the morning meditation and exercise, you make ready. Wraithbone responds to your commands, and your armor comfortably, yet snugly, fits around you. A sublime blend of mobility and defense. Truly, it will take many more millennia for the lesser species to reach this level of craftsmanship...

Soft steps behind you interrupt your thoughts.

"Ah, Lorendil." You speak, turning around. "I did mention that we should meet come next morning. Still, a little announcement would be somewhat prudent, wouldn't it?" As usual, Lorendil is dressed in traditional Ranger grab, a long cloak in colors of Ulthwe draped over his own suit of armor. You can see his face under the hood, other than stray locks of golden hair.

"Oh, my apologies." He waves his hand, as if nothing had happened, and sneaking into a Farseer's home was both completely normal and acceptable. "Old habits die hard. We Outcasts prefer not to use doors whenever we can help it. But speaking of habits-" He preempts your tirade. "-I see you still keep your hair the way you did as an Autarch. Good, it suits you that way."

One of your fingers twirls around the lock of your hair, tied into two long, simple tails. Like many women of Ulthwe, yours was a deep red color, although closer to purple or violent than orange. And like any Maiden of Eldar, you took great care with your hair, so the compliment was welcome. Even if also completely unnecessary.

"Thank you." You quip. "I wish to say the same of you, but alas, your habits die hard too."

"Touche. You are not the first Farseer to try and play these games with me, Nalana, and I doubt you will be the last." He says, while grabbing a fruit off your table. You huff, but your lip is just curled upwards enough to suggest that you aren't terribly upset.

"Your vote of confidence is welcome, Lorendil. Now, if you'd please..."

As a newly created Farseer, you have enormous freedom, yet enormous responsibilities. You no longer have to attend to your teacher, or suffer through a regular regime of training; but at the same time, there are countless things your Path excepts you to do. As is custom, the most able Warlocks and Seers will be seeking your guidance and wisdom, and those who you choose, shall become your esteemed pupils, as well as the members of your entourage, forming your very own Seer Circle. There's also the question of arranging your own guards. Of establishing contacts in and out of Craftworld. And of course, you have your duty as a Seer, to see.

And so, your discussion with Lorendil quickly turns serious, as you debate on your first steps as a leader of your people...



Turn Start

~~~ Status~~~

- Farseer Nalana and Pathfinder Lorendil are at optimal health

- Acquired "Black Guardians" squad as Honor Guard

~~~Army Status~~~

Hero Count: 1/12

Unit Count: 1/7

Ships: Moon Shadow - Wraithship, currently docked in Ulthwe

~~~Reminders~~~

As it is customary following appointment of a new Farseer, others following Path of the Seer congregate, seeking to learn from the experience of their seniors. Already, a sizable group of Seer acolytes has assembled, wishing to be taken in as Nalana's apprentices. As Path of the Seer dictates, these acolytes need to be submitted to various trials and rituals, so that those worthy of guidance can be selected.


Your visions show much, but they do not always...overlap what is going on with the present - or outside of your Craftworld. As a seasoned Pathfinder, Lorendil has already offered to contact some of his compatriots, in order to gather information. He can also be dispatched to a variety of tasks. Given that a Farsight trance can last weeks, or even entire months, having him gather up-to-date information seems like a good idea.

Although your Black Guardians are fine soldiers, the true Eldar might lies with the Aspect Warriors. However, in times of relative peace, the Warriors remain at their shrines, polishing their craft and guardian against intrusions. If you wish to rally some Aspect Warriors to your cause, you will have to confer with their Exarchs.


Actions:

You have six (6) Action Points to spend on the following actions:

[]Perform Farseeing rites (can be selected more than once. Each pick costs 1AP)

[]Seer Rites: Organize and preside over the trials of young Seers, seeking to become your apprentices. Those who succeed will join your entourage as Warlock Council, serving on and off the battlefield (mutually exclusive with Seeking Lore choice)


[]Lorendil - Scouting:
Dispatch Lorendil to a particular sector of space, in order to learn current events and establish network of sentries and informants answering to your vision. (Select one region to focus on):

- Galactic North (Imperial Segmentum Obscurus)

- Center (Imperial Segmentum Solar)

- Galactic South (Imperial Segmentum Temperstus)

- Galactic East (Imperial Ultima Segmentum)

- Galactic West (Imperial Segmentum Pacificus)

[]Lorendil - Recruiting: Dispatch Lorendil in an attempt to recruit Rangers for your cause.

[]Seeking Lore: The universe is filled with treasures and relics of your once-great Empire - if you know where to look. Together with Lorendil, set out in search of relics and lore of your ancestors. (mutually exclusive with Seer Rites)

[]Visit Aspect Shrine: Confer with the venerable Exarchs of Ulthwe, with the intention of obtaining some of their disciples for your entourage. (Specify Shrine)

- Dire Avengers


- Howling Banshees


- Striking Scorpions


- Fire Dragons


- Dark Reapers


- Swooping Hawks


- Shining Spears


- Shadow Specters


- Warp Spiders


[]Acquire Vehicles
: Needless to say, even on your Path, various Engines of Vaul can come in handy, either for ease of transportation, or to supplement your own forces in combat. Perhaps you should visit the artisans and pilots of Ulthwe, and see whether they don't have any vehicles they could lend to you. (Specify):

- Wave Serpent Grav-Tank (APC unit, effective against infantry, improved defenses)

- Falcon Grav-Tank (Heavy APC, superior armaments and handling at expanse of holding capacity)

- War Walkers (Light biped walker, general-purpose, can be armed with a variety of weapons)

- Vyper (Fast Attack Grav-skimmer, light armor but can pack a punch, goes really really fast)

- Jetbike Riders (Scouts, mechanized infantry, excellent for infantry support and hit & run)

[]Raise Black Guardians: The Black Guardians are the citizen-army of Ulthwe, usually formed from Eldar that moved on from Path of the Warrior, but are still committed to protecting Ulthwe from almost constant stream of raids and attacks. Naturally, many also serve their Farseers as both muscle and protectors.

[]Self-Improvement: As your experience has taught you, an Eldar that survives is one that never stops learning. (Select a characteristic to train. Can pick up to two. Each pick costs 1AP)


- Weapon Skill


- Accuracy


- Strength


- Toughness


- Agility


- Intelligence


- Will


- Perception


[]Casting Training: Although Runes greatly simplify the process, there are great many things that a Farseer can do to improve the speed and efficiency of their Warp-casting.


*****


Aaaannndddd, that's that for tonight!

I totally had more sheets with the data on your personal Black Guardian squad, and other things like troops descriptions, but I accidentally forgot to save it!
 
Last edited:
[X]Perform Farseeing rites (can be selected more than once. Each pick costs 1AP)

[X]Seer Rites: Organize and preside over the trials of young Seers, seeking to become your apprentices. Those who succeed will join your entourage as Warlock Council, serving on and off the battlefield (mutually exclusive with Seeking Lore choice)


[X]Lorendil - Scouting:

- Galactic North (Imperial Segmentum Obscurus)



[X]Visit Aspect Shrine:
- Howling Banshees

[X]Acquire Vehicles
:
- Wave Serpent Grav-Tank (APC unit, effective against infantry, improved defenses)

[X]Raise Black Guardians: The Black Guardians are the citizen-army of Ulthwe, usually formed from Eldar that moved on from Path of the Warrior, but are still committed to protecting Ulthwe from almost constant stream of raids and attacks. Naturally, many also serve their Farseers as both muscle and protectors.
 
[X] Night_stalker

looks good to me!

Try and get us more Gaurdians, hopefully nah a couple Howling Banshees, an APC, and possibly a decent Warlock Council.

Also have our Pathfinder look into events in the local Sector. Always a bonus, that.

And it has us kick off our first Farseeing! Hope for the best, prepare for the even More worse!
 
Back
Top