First Governor of Avernus
Name:
Frederick Rotbart
Age:562, rejuved to 20
Gender: Male
Homeworld: Gallium III (civilised world)
Martial: 26 + 33 = 59(55) (+245 martial bonus)-
You combine a level of innate military genius bordering on the superhuman with over a century of experience commanding the forces of Avernus. This results in you being at least a master of every form of military command, with few equals in space and none on the ground.
Intrigue: 20+ 9 = 29 (34)-
While you are no better at stealth then any other elite soldier you have always had a talent as a spymaster, and are one of the reasons that Avernus' counter-intelligence and anti-cult networks are some of the best in the Imperial Trust.
Administration: 18 + 14 = 32(41)
- While it is not longer your best skill you still remain an administrator at heart, and have found that even the special administrative difficulties that Avernus inflicts on its settlers to be no problem.
Learning: 12 +9 = 21(26)-
While you have received a good education and are well read you are by no means a great scholar.
Piety: 15 +23= 38(40)-
Your already strong faith has only been strengthened by the trials that you have faced during your time on Avernus, and your friendship with Saint Lin.
Diplomacy: 14 + 16 = 29(36) (-2 with non-Avernites)-
Thanks to the efforts of Freya and experience you have reached the point where you can conduct even high level diplomacy with skill.
Combat: 14 + 39= 53 (+1,005 combat bonus)-
While you are not as gifted a warrior as you are a general you are still one of the greatest human warriors alive, being able to meet with Adeptus Astartes Heroes, Ork Warlords and other similar foes on equal footing.
(122/7+7=23)
Background: Administratum (-4M, -1I, +6A, -2C)
Hero's Luck (+3C, more likely to get in dangerous situations, bonus to combat rolls in bad situations)
Artefact: The Unbreakable Wall (+100 to resist Warp effects, +7 Armour, double HP)-
This large shield has withstood forces of incredible power remained untouched, though its protection against the forces of the Warp are minor.
Artefact: Black Crystal Sword (+3C, causes massive damage, ??)-
A elegant longsword with strange runes made of the same Black Crystal as several other artefacts found on Avernus. You are not sure of its true capabilities but it is sharper and tougher then even the best made power weapon and causes levels of damage that seem to be in excess of what a sword its size should be able to do. Further research has determined that this sword is capable of killing souls, making it one of the few weapons that can permanently kill a daemon.
Artefact: Black Crystal Ring (large resistance to Warp based effects on your body)-
The Black Crystal Ring that you use as a signet has been found to provide a large amount of resistance against Warp based effects on your body.
Artefact: Black Crystal Crown (large resistance to Warp based effects on your mind)-
The Black Crystal Crown that you wear has been found to provide a large amount of resistance against Warp based effects on your mind.
Paragon Trait: n steps ahead - (does not have to specify number or composition of forces until they either are identified or engage in combat, only works on a planetary level)- Governor Rotbart is a master reading the flow of a war and determining what will happen well in advance. As a result of this he is always able to position his forces to maximum effect, often taking advantage an an enemies actions before the opposing general knows what he will do.
First Governor of Avernus (+2M, +1I, +1A, +3D, +3P, +3C, +3 all morale, -25% cultist numbers, +20 morale when you are in command, -25% chance of being assassinated)
- As the First Governor of Avernus you are responsible for turning a doomed expedition to a lethal deathworld into one of the most powerful worlds in the Imperial Trust. As well as developing your skills and reputation you have earned the utter loyalty of the people of Avernus.
Legendary General of the Imperial Trust (+27M, +2I, -1A, +11C,+1M against Space Marines, +3M when defending, +50 military morale for all forces under your overall command, +25 to all combat rolls against enemy heroes, +50 to rolls by forces under your overall command)-
Over the centuries since your arrival on Avernus you have developed your skill at war to a level that no human in history has ever approached. Your skills shine particularly brightly when on the defensive, as is shown by your countless victories.
"The Great"-(+5I, +9L, +10P, +7D, +3 to all other stats, +1 to all morales, -10% cult formation, +10 morale to all forces under his command)- In recent years Governor Fredrick Rotbart ha been called Rotbart the Great by both his own people and by the rest of the Imperial Trust. This is in recognition of his management of Avernus, as it has grown from a small colony to one of the major powers in the Imperial Trust in a short time despite several major invasions. To make matters even more impressive it has managed to become one of the better places to live in, despite the ever present threat of the wildlife.
Avernite Bi-centenarian (+6C, +2P, +1I, -2D when dealing with non-Avernites) –
Having survived two centuries of life on Avernus you have proven yourself to be an expert warrior, the bearer of a strong will and very alert to danger.
Grandmaster Swordsman (+3M, +2D, +1P, +8C, +80 to melee combat rolls)-
Between your training by Jane and your experience fighting against some of the most deadly foes that the galaxy can throw against you, you have have developed your skills with a blade beyond mere mastery.
Master Avernite Administrator (+5A, +1C) -
In your time on Avernus you have developed both your administrative skills and combat capabilities to ever increasing levels. You have continued to developed your administrative skills ever higher even as your combat skills start to plateau.
Void Commander (can use personal attention for Void actions, can command naval battles with -4 Martial) -
You have been trained in the Avernites Naval Academy and have commanded fleets at war. While you lack a small portion of the instinct that you have for ground combat you are still the greatest Admiral in the Imperial Trust.
Daemonbane (+4P, +2C, +50 to all rolls against daemons, cause terror in daemons)- During the Siege of Dis in the First Daemonic Incursion you personally killed the Keeper of Secrets leading the attack with a single blow. While your Black Crystal Jewellery protected you from most of its powers and the Black Crystal Sword made killing it trivia ll this was still a rather impressive feat.
A Ruthless Reputation (+1I, -2D, -1 Civilian Morale, -1 to relations with all newly met worlds, -2 relations with all newly met human worlds)-
You have gained a reputation of being willing to do anything for victory, whether it is destroying your own cities or even feeding human souls to xenos for knowledge.
Duellist (+1C, +5 to rolls in duels)-
You have developed into a skilled duellist over the centuries, able to cross blades with all manner of champion and come out alive.
Visionary Diplomat (+4D)
-Governor Rotbart is in large part responsible for the Grand Conclave, which is almost certainly the most influential diplomatic meeting of the millennium for the galaxy.
Survivor of the Gilded Skies (+2P, +5 to all rolls against daemons)- Having proved himself against the most dangerous foes in the galaxy during the Third Daemonic Incursion Governor Rotbart has had his faith and combat skills tested.
General of the Ynnari (+2M, +1D, +1P, +2D when dealing with Xenos)- Governor Rotbart spent a decade working under the Empire of Ashes leading forces of a range of cultures and species against varied foes. This has helped develop his abilities as a general, and his diplomatic skills, especially with xenos.
Backer: Ordo Malleus
You got the shock of your life several years ago when you arrived on Avernus. Instead of the debt-ridden agri-world you were told you were being sent to govern, you found yourself looking down on a sprawling diabolical deathworld. There must have been one hell of a misunderstanding somewhere in the upper levels of the Administratum to get you put in charge here. You were not a fighter, and had never even seen a feral world, let alone a deathworld. Who in their right mind would put you in charge here? Unfortunately, the paperwork was genuine. You were the official governor of Avernus, and the very serious-looking soldiers gave you the impression that they would brook no desertion.
One of the few things that got you through the initial stages of your governorship was your having served as an inquisitor's favorite go-to in the administratum, and having earned a number of favours. You can barely imagine the look on her face when she received your message. "I seem to have accidentally been appointed governor of a warp-touched deathworld. Any advice or assistance you could offer would be thoroughly appreciated." She ended up sending one of her better agents to serve as your assistant and advisor, under whose subtle influence the rates of chaos-related incidents waned sharply.
No-one - not even you - could have predicted how this place would change you, and just how well you would adapt to it. Setting your not-inconsiderable skills to the task of solving the myriad logistical problems that face a deathworld colony, you rapidly began to show a real talent for commanding soldiers. You are no inspiring leader, able to rouse the men into a fervour with a speech, or lead by shining example. Nonetheless, you are excellent at assessing the capabilities of your troops, strategic planning, and know how to make best use of your military commanders. You also found you had a surprising talent for tactics and could soon command a battle as well as those who had been learning their craft from birth. According to the captain of your personal guard, a Cadian Kasrkin by the name of Jarrod Kell, your are the most innately gifted commander and soldier that he has ever met and are more capable than most of the generals that he has served under.
You wonder, sometimes, whether there is a paranoid and perplexed Lord-General out there somewhere who had been led to believe that he was being sent to one of the most dangerous planets in the galaxy, trying to balance the books on the agri-world you were meant to end up on. You also wonder whether he would be sent to replace you if and when the mistake is discovered, and one day you were shocked to discover that you didn't actually want that to happen. Yes, every day IS a struggle to stay afloat against infinitely varied malefic terrors, but for the first time in your life, your duty is pure and clear: survive, safeguard as many of the souls under your command as possible, and build them into the best damn fighting force the galaxy has ever seen. The Emperor has led you to your duty in mysterious ways, but you have never been more certain that this is your purpose in life.
The Emperor has set Avernus in YOUR hands, and you will not relinquish it to anyone, not even if the gods of the Warp themselves try to take it from you.
Your duty is clear, your will is firm.
You can not fail.
You WILL not fail!