The Long Night Part One: Embers in the Dusk: A Planetary Governor Quest (43k) Complete Sequel Up

Investigate the Sea?

  • Yes

    Votes: 593 80.4%
  • No

    Votes: 145 19.6%

  • Total voters
    738
which is sort of intentional. lets just say I try to avoid allowing you to game the system.
baring your dice, someone in this quest is beloved by the dice gods, its the only explanation.

Protip: When pursing a relationship with a luck god(ess), one should be aware that they all have at least two faces, which can be rather difficult to tell apart. Basically, treat it as if it were a poly relationship with (at least) twins.
 
The canon omake with trancendence has probaly drained our luck serverly...
Nah, that 100 roll was our return on investing in those poor Abomination Crusade/Waaagh! rolls (Ork sharpshooters). That allowed us to get those additional unknown probably ludicrously good rolls Durin just complained about without angering the Dice Janus too much.
 
Protip: When pursing a relationship with a luck god(ess), one should be aware that they all have at least two faces, which can be rather difficult to tell apart. Basically, treat it as if it were a poly relationship with (at least) twins.
I mean, we already are in a poly relationship- there's us, players; then there's GM; and of course our beloved dice gods, fucking (over) both of us.
Thankfully we don't fight Slaneesh right now- this kind of dice fuckery would cause a minor incursion or something.
... Shit, Slaneesh really is at least related to Dice Gods- after all, we really feel suffering and/or pleasure when it rolls high or low.
 
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Of course that does beg the question: "if your state needs to maintain shit standards of living to prevent rebellion does it deserve to exist?" At least the Tau have the decency to bribe one into their form of collectivist dystopia.
Whether it "deserves" to exist is irrelevant. The Imperium is the only thing capable of keeping humanity alive.
 
Well that ended well :p
It did. It lasted as long as the Dark Age of Technology and the Age of Strife put together despite technology that hadn't been as low since the Age of Terra in a galaxy more dangerous than it had ever been bar the War in Heaven. Of the four types of polities capable of surviving long-term in the galaxy, half of them - Astartes Protectorates and Mechanicus Domains - are directly and completely descended from the Imperium.


Found a picture of what a canon 40k historian looks like.
 
It did. It lasted as long as the Dark Age of Technology and the Age of Strife put together despite technology that hadn't been as low since the Age of Terra in a galaxy more dangerous than it had ever been bar the War in Heaven. Of the four types of polities capable of surviving long-term in the galaxy, half of them - Astartes Protectorates and Mechanicus Domains - are directly and completely descended from the Imperium.
The Mechanicus predates the Imperium infact it never was part of the Imperium (technically pedantic I know) and the Astartes protectorates are the same people that nearly destroyed it.

Fantastic.

Also those are just the human polities who have a chance of long term survival it does not speak well when of those four possible types two are ruled over by enhanced super humans, one is lucky and the final one has some other thing that sets them apart from the herd.

And as I tried to make a reference too in Dannan the galaxy's troubles didn't suddenly start with the war in heaven, the Eldar have been dealing with Beasts and more for mellenia, humanity just took the title and was the worst one with the job of galactic super power.

+ I'm never going to be very impressed with an institution that managed to replicate in a mere ten thousand years what took an entire species of psykers several million to achieve.

The Imperium might have been needed once, but now as Lin points out the entire thing is a lesson in how not to set up an anything.
 
Lots of new psyker stuff has apparently come out with 8E, both in lore and crunch. Disciplines, such as they are, are quite different to what they were before. This stuff comes from the 40k wiki but I think it's reliable enough.

Psychic Ascendancy
For Primaris Psykers, and other psykers of similar skill and training, the concept of psychic disciplines begins to take on less importance. Rather than limiting their powers to a particular area of expertise, these psykers tend to focus on perfecting their mastery over several individual abilities, learning to manipulate them with consummate skill. In doing so, the psyker willingly allows his understanding in some periphery abilities to lapse, but what he sacrifices in breadth, he more than makes up in depth.
Stormwroth
The psyker focuses on summoning Warp lightning to smite his enemies or wreathe him in a protective field of electricity. Those who master the ability to manipulate this etheric energy are greatly prized by the Imperial Guard.

  • Lightning Arc - The psyker channels the Warp into electric energy that crackles from his fingertips, burning through his foes.
  • Lightning Field - The psyker surrounds himself in a cracking, sparking nimbus of electricity, daring his enemies to strike him.
  • Lightning Storm - With charged air and the stench of ozone, the psyker reaches into the Warp and lets forth a blast of etheric lightning. Bolts arc in all directions, striking all those the psyker chooses.
Maelstrom of Destruction
The psyker delights in the frenzied chaos of the melee, using his powers to turn himself into an unstoppable, death-dealing berserker.

  • Maelleus Hammerhead - The psyker's hands glow with otherworldly power as they are infused with a terrible strength. He is unable to hold any weapons, but he does not require them, as his fingers can gouge armour plating, and his fists can shatter Ceramite.
  • Enrage - The psyker reaches into the minds of his opponents, momentarily crushing their psyche with a blank, murderous rage. Rational thought, sense, and even skill with weapons are lost in an overwhelming desire to slay the source of their sudden hate.
  • Bloodboil - The psyker's frenzy for destruction burns hot in his soul. At a thought, it flashes out from him and heats the blood of his opponents to boiling temperatures, cooking them from the inside out.
Will Unleashed
The psyker's mind has grown in potency until it is far too powerful to remain within his skull. At the apex of this power, his psyche roams free, unfettered by flesh, reading the thoughts of others at a whim, and frying their synapses where they stand.

  • My Will, Known - The psyker's awareness radiates out like a blanket, suffusing the very atmosphere around him with his consciousness. All those present feel a strange sensation, like delicate fingers tracing the inside of their skull. Unless they are shielded from his senses in some way, the locations of all creatures within the power's range are known to the psyker, as are their surface thoughts. Though this is not sufficient to pry forth their deepest secrets, they psyker does know the individuals' immediate plans and intentions.
  • My Will, Obeyed - The psyker projects his consciousness into another, fighting through the target as if wearing his flesh. The psyker may select one human target to project into. The target must be aware of the psyker's intent and accept it. If the target is aware of the psyker's intent and accepts it, the psyker occupies the mind with little trouble. While the power is active, he effectively controls the possessed as if it were his own body. The psyker's body goes into a trance while the power is active, although the psyker is always aware of it and what is going on around it.
  • My Will, Manifest - The psyker's psyche leaves its fleshy prison, roaming free as an invisible being of etheric energy. In this state, the psyker is all but invulnerable to mundane threats, and can travel great distances while leaving his body behind. When this power is manifested, the psyker's body collapses, and for all appearances goes into a deep coma. The psyker becomes an ethereal being of light and crackling energy.
Pyrokinesis
The psyker's soul burns with the intensity of a barely contained inferno. Pyrokinetics are rare among human psykers, and those who can control their abilities enough to avoid self-immolation are rarer still. The few that can often focus on their "inner fire" to the exclusion of other disciplines and abilities, as they become obsessed with the destruction they can render.

  • Flameshroud - Should the pyrokinetic wish to survive his self-generated holocausts, he must learn to endure the flames he creates. Powerful psykers can summon flames from nothing, enveloping themselves in a roiling fire that never consumes them. Although the psyker is covered in fire, his clothing, weapons, and equipment are unharmed. While maintaining the Flameshroud, the psyker is immune to Flamer weapons; the fires surrounding him seem to draw the flames into the shroud, making it burn even brighter. The psyker also takes half damage from Laser, Plasma, and Melta Weapons, and any psychic power involving flame and fire. Although these abilities are impressive, the true purpose of the Flameshroud is to let the psyker lose himself in the flames, and in doing so gain greater control over them. While sustaining the Flameshroud, the psyker does not suffer penalties for manifesting other psychic powers involving fire or pyromancy.
  • Conflagration - The air around the psyker is choked with ash and cinders, swirling in an unseen wind. The very atmosphere grows hot, burning the eyes and throat. With a thought, the psyker can send the cinders whipping around an unlucky individual, enveloping him in flame. This power fills the area within range of the psyker with heat, ashes, and cinders. Easily flammable items, such as paper or Promethium, ignite.
  • Inferno - Some of the most powerful pyrokinetics can wipe out whole hab-blocks or villages by summoning a true inferno. The fire washes out from them like waves, burning all unlucky enough to be near them. However, what is truly terrifying about this power is not the ease with which a powerful pyrokinetic can summon it, but the difficulty they have in putting it out. When a psyker manifests the Inferno, fire erupts out of him in all directions, indiscriminately incinerating anything in its path.
Daemonsbane
The Inquisitors and psychic Daemonhunters of the Ordo Malleus learn to turn their prodigious mental powers towards the destruction of their Warp-spawned adversaries.

  • Banishment - The psyker focuses his mental powers on the bonds that tie the daemon to the Immaterium, snapping it with his indomitable will.
  • Sanctuary - The glory of the God-Emperor is channelled through the psyker, causing all who would strike him and those who stand with him to quail against the terrible radiance.
  • Word of the Emperor - The psyker's belief in the power of the Emperor is so strong, it overpowers the minds and wills of the daemon and unbeliever. His holy liturgies and chants crush their puny psyches.
Witchesbane
Although the Witchhunters of the Ordo Hereticus abhor the witch and unsanctioned psyker, many are not above using psychic abilities to accomplish their goals. Many claim their powers are a gift of the Emperor, and therefore acceptable to use. Others simply acknowledge that the ends always justify the means.

  • His Will Be Done - The psyker's mind reaches out to the minds of his friends and allies. Emboldened by his indomitable will, they become furious manifestations of the Emperor's justice, able to strike with increased accuracy and damage.
  • Hammer of Witches - The psyker reaches to the strings that connect a psyker to his source of power, the Warp. With a swift blow, he overwhelms the psyker's control of those strings, inviting the dangers of the Warp to engulf the psychic foe.
  • Purgatus - The psyker's sinister gaze pins a Heretic in his sights, his potent will flaying the unfortunate's mind until it is an empty husk. This is the fate of those who defy the God-Emperor, to be lost in mind as well as body.
Psychokinesis
Most psykers are able to master the ability to manipulate and move objects with their mind to some degree. Somewhat rarer, however, are the true psychokinetics, psykers able to lift cargo-freight haulers with a thought and hurl them at their enemies with a gesture.

  • Lift - The most basic of the psychokinetic powers is the ability to move objects with one's mind, and it is an ability that can be used in a wide variety of ways.
  • Barrier - The psyker's mind is so agile he is able to swat aside projectiles with a thought, causing them to deflect harmlessly mere inches from his skin.
  • Tempest - The most powerful psychokinetics can agitate the very air around them, creating swirling vortexes of wind and debris. Though this power is arduous to maintain, the damage it can deal is truly devastating.
Temporal Manipulation
That the Warp can have an effect on the passage of time is well known. It is a phenomena experienced by those starship captains who have travelled short times in the Immaterium, only to arrive at their destination and discover standard centuries have passed in the rest of the galaxy. Less known and understood are those few psykers who use this aspect of the Warp to twist time to their own ends. Conventional wisdom of the Calixian representatives of the Scholastica Psykana holds that such psykers simply "speed up" or "slow down" the perceptions of themselves and their fellows, rather than actually manipulating the flow of space-time. Perhaps they can also see glimpses of future events, granting them a far better chance of success in certain actions, but no more. Their arguments are unconvincing, though the majority of the Calixian Conclave of the Inquisition accepts them -- perhaps because the potential ramifications of the alternatives are too terrible to contemplate.

  • Precognition - One aspect of temporal manipulation that most often manifests in psykers is the ability of precognition -- an ability to see the myriad possibilities of the future. Even the strongest psykers can only see the possibilities of the next few moments of their life, and even then, only for a brief instant. However, that can often be enough to make a difference.
  • Stasis Shell - The psyker creates a spherical area in which time seems to completely stop, leaving whatever is inside perfectly frozen in time. When the effect ends, the occupants do not realise any time has passed. The psyker selects a spherical area roughly three metres in diameter that is within range of his power. Anything fully within this area is effectively frozen in time, and may not take actions, move, speak, or do anything. In turn, however, they may not be harmed or affected by any means. Anything outside the area of the stasis shell may not enter or pass through the area affected by the shell, which is treated as an invulnerable barrier.
  • Warp Time - The most powerful psychic adepts of the temporal arts are able to speed and slow the passage of time, both for themselves, their allies, and their enemies.
Psykana Discipline
  • Terrifying Visions - The psyker fills his enemies' minds with nightmarish images and visions of torment, seeking to send them fleeing in terror.
  • Gaze of the Emperor - The psyker cages the immense power of the Immaterium within his physical form, and his eyes blaze with the Emperor's vengeful fury, unleashing pure psychic energy to smite the Master of Mankind's foes.
  • Psychic Barrier - The psyker weaves an aegis of pure psychic energy around his allies, against which enemy fire sparks and spatters harmlessly.
  • Nightshroud - Calling upon the power of the Empyrean, the psyker cloaks his allies in a flowing curtain of shadow, concealing them from the enemy.
  • Mental Fortitude - Drawing on boundless reserves of inner strength, the psyker shields his allies' minds from mortal fears and the threat of sorcerous assault, dramatically improving morale.
  • Psychic Maelstrom - The psyker unleashes the full telekinetic might of his mind, summoning a roiling psychic tempest that envelops his enemy, lifting them from the ground and wrenching them about like a rag doll.
 
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Lots of new psyker stuff has apparently come out with 8E, both in lore and crunch. Disciplines, such as they are, are quite different to what they were before. This stuff comes from the 40k wiki but I think it's reliable enough.

Psychic Ascendancy

Stormwroth

Maelstrom of Destruction

Will Unleashed

Pyrokinesis

Daemonsbane

Witchesbane

Psychokinesis

Temporal Manipulation

Psykana Discipline
This isn't new:rage:

Well the Psykana stuff is, but the rest of it is just the Primaris psyker options from the Ascension addon to Dark Heresy.

Lies! LIES AND SLANDER GEEDUBS. I am very disappointed in them.
 
added to FAQ

1. As a note in combat rounds it is more effective to just say what effect you want the psykers to achieve rather then mention specific powers. This saves effort for both me and for planmakers
 
@Durin

1. Collectively speaking, what are our 85 primaris psykers capable of doing?
2. Could we use them like we could our choirs and primaris execution forces?
3. Can it be assumed that there are rivers despite the maps not saying there are any?
 
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Maybe in some places on Avernus, but given how weather and geographical phenomenon don't seem to be things we ever have to deal with, rivers should probably be consistent in our area.
You've doomed us all by bringing that idea up.

Though also the flora and fauna are powerful enough to be having direct effects on geological features and rivers. Just think of Avalanche Shrubs.
 
well finished this a few days ago after being referred from space battle...holy shit this took me a week to finish...

other then that what's the situation to deal with the abominations forces with a sally? I'm guessing were going to be fighting the angel thing single handedly? (cause we killed a keeper of secrets...why not add one ORDER daemon to the list? might end up getting a trait for daemon-slayer at this rate!)

next is there a trait for people surviving Avernus for 2 centuries? also is our daughter a pysker and we don't know about it? *and the only trait beyond legendary general I can think of is Mythical General-to good to be even believable...* and finally after this we should get our daughter some actual education, and then finish it up with some administration work, help out getting that efficiency bonus up!

edit: is there a damn way to knock down the spider population? like engineering something to kill those freaks faster then the dragonfly's? Also we could double down on the medical procedures that the fungus people gave us...might make the rejuvenation projects much better!
 
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I'm guessing were going to be fighting the angel thing single handedly? (cause we killed a keeper of secrets...why not add one ORDER daemon to the list? might end up getting a trait for daemon-slayer at this rate!)
No we're sending a team of heroes to do that including Jacob who is now the best warrior on Avernus.

next is there a trait for people surviving Avernus for 2 centuries?
There is, a lot of our characters have it.

also is our daughter a pysker and we don't know about it?
I don't believe so, but why ask since by definition if we didn't know about it we don't know about it.

and the only trait beyond legendary general I can think of is Mythical General-to good to be even believable...*
I've been wanting to up our Martial because we're only Paragon (50) whereas we could get to Transcendant (60) which gives a much more powerful trait (and agelessness for some reason).

and finally after this we should get our daughter some actual education, and then finish it up with some administration work, help out getting that efficiency bonus up!
Eh she has quite the education having gone to university and multiple military academies. Her stats just aren't as monstrous as our heroes.

edit: is there a damn way to knock down the spider population? like engineering something to kill those freaks faster then the dragonfly's? Also we could double down on the medical procedures that the fungus people gave us...might make the rejuvenation projects much better!
Eh there's already been all sorts of stuff done, but it's kind of zero sum. Avernus has an intelligence that directs the wildlife to scale up attacks in response to any improvement we make in our combat ability, so casualties mostly remain proportional no matter what we do. Avernus' planet mind is basically driving human evolution and development in fast forward by providing such a strong selective pressure.
 
other then that what's the situation to deal with the abominations forces with a sally? I'm guessing were going to be fighting the angel thing single handedly? (cause we killed a keeper of secrets...why not add one ORDER daemon to the list? might end up getting a trait for daemon-slayer at this rate!)
We're not sallying. We're baiting the Third Circle Archangyl to attack us by feinting an opening. We're going to kill it by ganging up on it with psykers and several heroes. Frederick will not be involved in the murdering. Frederick already has a trait for daemonslaying. It's called Daemonbane. He got it during the First Daemonic Incursion. You may want to look at his character sheet. The Archangyl is not a daemon of Order. It is a daemon of the Abomination, which is the Chaos God of Obedience. Order is not involved at all.

next is there a trait for people surviving Avernus for 2 centuries?
Yes. It's called Avernite Bi-centenarian.

also is our daughter a pysker and we don't know about it?
She's not a major psyker or even a minor psyker. She does however seem to have a tiny amount of psychicness going by her Survival Instinct trait.

and finally after this we should get our daughter some actual education, and then finish it up with some administration work, help out getting that efficiency bonus up!
She already has an education.

edit: is there a damn way to knock down the spider population? like engineering something to kill those freaks faster then the dragonfly's?
No.

Also we could double down on the medical procedures that the fungus people gave us...might make the rejuvenation projects much better!
We already did all we could regarding the stuff they gave us.

Avernus has an intelligence that directs the wildlife to scale up attacks in response to any improvement we make in our combat ability, so casualties mostly remain proportional no matter what we do. Avernus' planet mind is basically driving human evolution and development in fast forward by providing such a strong selective pressure.
This is a theory with some evidence behind it but not enough to say it's definitively true.
 
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This is a theory with some evidence behind it but not enough to say it's definitively true.
There's really few explanations for the wildlife holding back and scaling up in step with our upgrades as opposed to wiping us out on landing.

Though I am curious how much effect on our genetics this has had even over just 2 centuries. I mean Avernites breed like rabbits given all the % pop growth modifiers we've taken over time, they just die nearly as fast. We're likely losing 5% or so of the population from monsters a year even. Over just a few generations even that would have a big effect. Rate of Psykers has certainly exploded as one obvious measurable effect. I wonder if speed, reaction time, and ability to resist damage and poisons have similarly risen?
 
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