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

Investigate the Sea?

  • Yes

    Votes: 592 80.3%
  • No

    Votes: 145 19.7%

  • Total voters
    737
I would like to propose Four characters for our protagonist, as I am yet undecided between them. Some of them are takes on previously proposed characters, and some are wholly my own

The Misplaced (and Surprisingly Badass) Administrator
Name: Frederick Rotbart
Age: 87, juvenat to physically 30-odd
Gender: Male
Homeworld: Gallium III (civilised world)
Background: Administratum (-4 M -1 I +6 A)
Traits: Military Genius (+6 M -1 I -1 A)
Warrior of the Shadows (+2 M +2 I)
Intelligent (+1 M +1 I +1 A +1 L +1 P +1 D)
Backer: Ordo Malleus

Martial: +5, Intrigue: +1, Administration: +6, Learning: +1, Piety:+1, Diplomacy: +1

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 favourite 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 deeathworld 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, nor could you tactically plan your way out of a paper bag. 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 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 will 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 tried to take it from you.
Your duty is clear, your will is firm.
You can not fail.
You WILL not fail!


The Lord Generalist
Name: Dresden Tollens
Age: 123, Juvenat to physically 30-odd
Gender: Male
Homeworld: Giermund's Folly (Fortress World)
Background: Military (+5 M -2 I +1 A -1 D)
Traits: Expert Bureaucrat (-1 M +5 A -1 D)
Spymaster (+4 I)
Intelligent (+1 M +1 I +1 A +1 L +1 P +1 D)
Backer: Ordo Malleus

Martial: +5, Intrigue: +3, Administration: +7, Learning: +1, Piety:+1, Diplomacy: -1

[Statwise, this falls somewhere between Superticus's build and ElderHaman's build. While the martial skill of the Lord Generalist is less than that of either build, he has considerably more administrative skill, and has a better intrigue. He has worse learning, piety and diplomacy than the Intelligent Military Genius, but they are less vital skills. I am at this point undecided as to which is better.]

Well into your second century of fighting the enemies of the Imperium, you were a natural choice for this position, one of the most demanding governorships outside Cadia. While there are other lord generals that command their troops with greater ease, you are also capable of seeing that even in the most hectic of warzones, every single one of your soldiers has enough weaponry, ammunition, equipment and food. On nearly every front you command, spies and traitors have a habit of winding up nailed to walls.

You have a wealth of experience, and the skills to meet the numerous and varied challenges of establishing a colony on a warp-touched deathworld. you had even come with the highest recommendations of an Ordo Malleus inquisitor with whom you had worked with in the past. All this and more they told you in the office of the senior adept of the Administratum in charge of the project. Honoured by the offer, and confident that you were the right man for the job, you accepted the challenge.

You received only one message from your inquisitorial associate between that meeting and your arrival on Avernus. it came as you were making ready to leave the planet. It consisted of a set of the best set of non-Astartes power armour you had ever seen, engraved head to toe in hexagrammic and pentagrammic wards, with a bolt pistol and power sword to match, along with a note.
The note simply read:
"I am sorry"

The Second Coming of Macharius
Name: Alexei Magna
Age: 56
Gender: Male
Homeworld: Arbuda IV (death world)
Background: Military (+5 M -2 I +1 A -1 D)
Traits: Military Genius (+6 M -1 I -1 A)
Combat Veteran (+4 M)
Warrior of the Shadows (+2 M +2 I)
Backer: Ordo Malleus

Martial: +17, Intrigue: -1, Administration: +0, Learning: +0, Piety:+0, Diplomacy: -1

[This is very similar to Lord Chaos's build, and as such I have kept the name. Given that the plans have different titles, there should be no confusion. This is basically my take on the same basic idea.]
[The lack of any real bonus outside martial will HURT! if we get a low roll on intrigue or admin, we come close to losing before we even start.]

You are the best of the best, they said. Your skills at commanding fighting men are peerless among the munitorium, and you hail from a deathworld yourself. We could pick no better man for the job of governor of Avernus, they said.

How the hell were you to know that the infiltrator you had executed was an inquisitorial agent?

The Paranoid Bastard with Fleet Support
Name: Xanatos Regal
Age: 72
Gender: male
Homeworld: Necromunda (Hive Word)
Background: Administratum (-4 M -1 I +6 A)
Traits: Spymaster (+4 I)
Warrior of the Shadows (+2 M +2 I)
Witch Hunter (+2 Piety, bonus to finding psykers)
Backer: Naval

Martial: -2, Intrigue: +5, Administration: +6, Learning: +0, Piety:+2, Diplomacy: +0
+?% bonus to finding psykers

[I know, -2 martial skill on the leader of a hellworld. Before you start to question such scant sanity as I may yet retain, hear me out. High intrigue means that the enemy within, psykers, mutants, cultists and demons, will be much less of a threat. With any luck, the extra ships that a naval backer gives you will be enough to orbitally bombard any external threats enough to make things manageable.]

No story for this one, as it is something of a joke build.



Of these, I think that the lord generalist is the best in terms of statistics. In terms of narrative, I love the misplaced administrator though.

For the moment, I shall make a tentative vote for the Misplaced Administrator. I am open to other builds, or revisions to any of these.
[x] Misplaced Administrator
 
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I dont think -1Intel +0Pious is better than -3Intel +2Pious
Yes its a bit minmaxed but hopefully our higher Piety offsets the Chaos Cultists

Esp. with Malleus backing to find the cults.



Also: I noticed with your Misplaced Admin you had the Mechanicus backer, which makes sense thematically for Avernus (being 2x Ruins) but I dont think will help as much as the others
 
[Statwise, this falls somewhere between Superticus's build and ElderHaman's build. While the martial skill of the Lord Generalist is less than that of either build, he has considerably more administrative skill, and has a better intrigue. He has worse learning, piety and diplomacy than the Intelligent Military Genius, but they are less vital skills. I am at this point undecided as to which is better.]
Actually my build has the same Administrative skill, +7. +1 for Military background and +6 for Expert Bureaucrat.

You put effort into putting an interesting and cool and interesting background for Frederick Rotbart. I am considering voting for him.
 
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@ LordChaos: The impression that I get is that intrigue will carry more weight than personal piety in the nullification of cultists, demons, psykers and mutants. I may well be wrong, though. I suspect that difference won't carry a lot of weight. While both builds have superlative martial skills, I doubt either is terribly viable, as they leave us too open to a bad roll dooming us through abysmal intrigue or admin.

I have changed the misplaced admin's backer to Ordo Malleus, and justified it in the flavour text.

@ Superticus: Yeah, sorry, I got confused and generalised spuriously. the difference between our generalist builds is whether an extra five martial skill is worth two intrigue and diplomacy, and one each of piety and learning. It is difficult for me to tell which is better, if, indeed, one is at all.

I'm with you on the matter of Frederick Rotbart. I know he is not the most optimised build, but as much as I enjoy optimisation, I would much rather play a character with an interesting narrative than a character with a fully optimised statline.
 
I'm still preferring the Military leader with Intelligent and Genius so we have good bonuses to everything and great ones to Martial. We choose the hell world, we need an overpowered General to help us survive.
 
I'm still preferring the Military leader with Intelligent and Genius so we have good bonuses to everything and great ones to Martial. We choose the hell world, we need an overpowered General to help us survive.
(commencing pretentious grandstanding)

Rotbart is the Everyman public servant who gets screwed over accidentally by the bureaucracy. He needs to adapt his skills, best utilised from behind a desk, to a world that can be charitably described as a warzone.

While quite bright, he's not a super-genius who could find the 10 trillionth digit of pi faster than a supercomputer or who could save the galaxy on his inventions alone. He's not a Space Marine or a Saint or the reincarnation of a great hero either; he's just a human, with all of the faults of one, and all of the strengths, too.

Yet while others would lie down and rage against the Emperor for the injustice of it all, Rotbart accepts that this is his situation; he's stuck here. He hasn't broken down into depression or catatonia; he's discovered that he has an aptitude for new talents, talents that he hopes will let him, and everyone he's responsible for, survive. Maybe it will. Maybe it won't. But you know what? He's going to try his hardest either way, and do the Emperor proud.

Rotbart is not the best man for the job. But if Rotbart can survive and lead a successful colony on Avernus, suddenly humanity's future doesn't seem so uncertain after all. Suddenly, perhaps, humanity has hope.
 
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I could not have put it better myself.

He certainly has the potential to be much more human a character than any other 40k quest protagonist I have ever heard of.
 
[x] Misplaced Administrator

I also want The Second Coming of Macharius being general that found himself ruling agriworld, heh. And found himself neck deep in Ork Waaagh suddenly being only hope for his subsector to stall them enough for reinforcements.
 
My take on the lost actual general is that he ended up being paranoid enough to discover that the world he was sent to had a Necron tomb, and waging a campaign of eradication against them, all the while assuming that they were the reason he had been led to believe it was so difficult.


Knowing 40k though, it could well have been both at once. :)
 
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My take on the lost actual general is that he ended up being paranoid enough to discover that the world he was sent to had a Necron tomb, and waging a campaign of eradication against them, all the while assuming that they were the reason he had been led to believe it was so difficult.
*looks at Lord Generalist* We can actually have both. And sending two governors with military background on the same planet at the same time AND displacing both of them is fuckup worthy of Administratum.
 
Prologue Non-Cannon Omakes: Administrative Mess Up
I like the way you think, friend.

I can just imagine the two of them meeting each other on the agri-world, and exchanging sheepish looks.

"Were you sent here to govern an alleged hellworld?"
"yup"
"Me too. Bloody Administratum"

I can see them fossicking around for threats as, well, it's not like their personal armies had anything better to do.

Actually, I think that the second coming of Macharius and the lord generalist would make an excellent team, the latter covering the former's many weaknesses, and allowing him to shine in military command.
 
Paperwork Mix Up
Lord Inquisitor Magda Ryan made an exasperated sigh and looked away from the two sets of papers before her. Then she turned to the richly dressed man in the room that was heavily sweating while she did read through papers.

- "Fine, let's get things straight - you not only managed to send two governors to the same planet at the same time... I already want to shoot somebody for wasting precious resources by the way... but you also managed to frakking displace BOTH of them while sending there a glorified pen-pusher that was planned to rule peaceful agri-world instead of that hellhole? Not only that, your people managed to misfile papers in a way that one went to the Nova Thessaly, the very same agri-world, which is understandable and another went to New Thessaly which is mining world in entirely different sector! My urge to shoot somebody is rising. And as some ugly joke by some damned reason report of the death of New Thessaly governor was misfiled so they waited for replacement governor for the FIFTY YEARS!!! While not paying tithe I must note... or did they? Or some idiot decided to pocket said tithe? So situation wasn't noticed. But wait, it gets better! We can't even recall one of them back to correct that fumble as Nova Thessaly is under onslaught of Waagh and "peaceful mining world" of New Thessaly have Emperor-damned Necron ruins that somehow weren't reported to Inquisition beforehand and they are not so much ruins now as reports show. And you know what? You have one day, as in standard imperial 24 hours to find excuse, no, not to shoot you, to not declare Exterminatus on this fucking planet of the pen-pushers! Because it's the last straw that Ordo Hereticus can take from your imbecilic cretins. And you know? With this last fuckup you pissed not only us, but Xenos and Malleus enough that vote on that on conclave would be nearly unanimous. It's almost easier to draft new Administratum Center for Pacificus than keep up with your fuckups. Go and make it so it wasn't easier. As I said you have one day."


PS. Shitty omake is shitty... *sigh*
 
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you take that back! ;) (god, that winking smiley looks demented as all hell. probably a heretic to boot.) It was excellent, and I laughed the whole way through.

A coupla typos though.
...while sending there[their] glorified pen-pusher...
Not only that, your people managed to misfile papers in a way that one gone [went] to the Nova Thessaly, the very same agri-world, which is understandable and another gone [went] to New Thessaly which is mining world in entirely different sector! My urge to shot [shoot] somebody is rising....
And you know what? You have one day, as in standard imperial 24 hours to find excuse, no, not to shot [shoot] you, to not declare Exterminatus on this fucking planet of the pen-pushers!
Otherwise, a most entertaining read!
 
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The sentence needs to be rephrased then:

"while sending a glorified pen-pusher that was planned to rule peaceful agri-world to that hellhole instead?"
 
Yeah, sorry, Al103. I could have sworn that that "a" wasn't there when I wrote it. Maybe you corrected it before me.
No matter.

The quest proper has not yet begun, and we already have our first omake!
this bodes well.
 
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Prologue Canon Omakes: Getting too used to Avernus
[Make that two.]

+++++++++++++++ This Sort of Shit Is Why I Carry a Grenade Launcher About my Person at all Times +++++++++++++++
Part one: You Just Can't Find Good Help These Days
It is the tenth year of your posting as governor of Avernus, a world that might charitably be described as a poor man's demon world. The Emperor had given you this posting in ways more mysterious than most, but surprisingly you have found yourself equal to the task, and are begginning to get used to your command.
You are in your governatorial office when it happens, co-ordinating the efforts to contain a potential warp-rift caused by a rogue psyker. Mere seconds after you receive report that the rogue psyker had been shot before he could admit any demons into the Materium, your bodyguard, Ajax, clutches his head violently. His face cotorted as if wracked by splitting pain, and when he draws his hands away from his head, they are bloody. He turns to you and, in a more pitiful voice than you had ever heard the stern Cadian use, says "I'm sorry, I should have... should haaaa...", trailing off in panic as his mouth starts to elongate, and body starts to change.

You watch, wordless, never taking your eyes off him for a second, while reaching into the bottom drawer of your desk. Before your eyes, his flesh starts to flow and change. His eyes begin to grow, and bulge out of his head, which in turn begins to elongate and grow more equine. A pair of vestigal legs burst from the carapace armour of his midriff, and his chest-plate begins to bulge in six places, suggesting great change within the armour.

"Get. The. Fuck." You say, rising from your seat, and punctuating each word with a krak grenade from the semi-automatic grenade launcher you keep in your desk. "OUT! OF! MY! OFFICE!" As you yell the final word, what remains of the creature is thrown out the office doorway by the accompanying implosive blast. You approach, cautiously. It shows no sign of stirring, but you are unwilling to take chances. You load a pair of incendiary grenades. "You should have told me you were a psyker, Ajax. We could have made you safe, or at the least, committed your soul to the Emperor. But its too late for that now. Some kind of Tit-Fiend has your body, and the warp has your soul."

There is a pair of loud crack-whoomfs, as the incendiary grenades find their mark, and the hungry flames start to devour the half-demonic cadaver.

You finally notice the guards in the rest of the corridor, staring at the corpse of your ex-bodyguard in shock, and at you in mixed amazement and respect. "What, you didn't think I'd be without a heavy weapon after that incident with the burrowing gnaw-worms last year, did you?" you say, with the ghost of a wry grin about your features.

Maybe you're getting TOO used to Avernus.
 
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Character Sheets
Character Sheets
Last updated: up to date

     

Stat



Skill equivalent

0-4

Terrible



5-9

Below Average



10-14

Above Average

User

15-19

Skilled

Skilled

20-24

Exceptional

Expert

25-29

Great



30-34

Edge of Human Capacity

Master

35-39

Superhuman

Grandmaster

40-44

High Superhuman



45-49

Low Demigod



50-59

Demigod, Paragon Trait

Paragon
The Governor's Office
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!
Vizier Rosalinda Orlov
Age: 500, rejuved to 25
M: 8+1=9- Vizier Orlov lacks the talent for making on the spot life or death decisions for others required for combat command, and has a habit of freezing if she finds herself having to make them.
I:17+5=22- Vizier Orlov is good at keeping secrets and basic office intrigue, though she lacks both the experience and mindset for anything more.
A:18+13=31-Vizier Orlov spent over a century leading Avernus' Department of Construction, one of the most challenging positions in the Avernite Administratum. In this time project of all sizes were reliably finished on time and under budget.
L: 17+6=23-Vizier Orlov has a very good education within her fields and a passable one outside of it.
P: 12+4=16 -Vizier Orlov has a strong will and a level of faith in the Emperor.
D: 17+18=35-Vizier Orlov switches between being a a cheerful and highly professional Administratum Adapt and a wild and flirtatious party-girl, and gets on with those around her no matter her current persona.
C: 13+21=34- While not quite counted among Avernus' greats Vizier Orlov skill and luck has been enough to survive centuries of life on Avernus, a feat that few can claim.
(69/7+1.5=11.5)
Avernite Bi-centenarian (+6C, +2P, +1I, -2D when dealing with non-Avernites) – Having survived two centuries of life on Avernus Rosalinda has proven herself to be an expert warrior, the bearer of a strong will and very alert to danger.
Beautiful (+2D, slightly more likely to persuade people of the opposite sex) – Rosalinda Orlov's fiery red hair, brilliant green eyes and lithe dancers build has earned her many admirers over the decades.
Survivor of the Pink Skies
(+2P, +1C, +5 to all rolls against daemons)- Having proved herself against the most dangerous foes in the galaxy during the First Daemonic Incursion Rosalinda Orlov has had her faith and combat skills tested.
Survivor of the Crimson Skies
(+1P, +2C, +5 to all rolls against daemons)- Having proved herself against the most dangerous foes in the galaxy during the Second Daemonic Incursion Rosalinda has had her faith and combat skills tested.
Administratum Adept (-1M, +5A, -1C)- Rosalinda Orlov is a fully trained Administratum Adept who is intimately familiar with the rules of bureaucracy and is capable of managing it with the finesse that only someone who has developed a natural talent for the art can display.
Grandmaster Architect
(+5L, +6A, +3D, -40% building price)- Rosalinda Orlov is an incredibly experienced and gifted architect, whose ability to consistently complete project on time and under budget has been repeatably demonstrated.
Master Rifleman
(+2M, +1I, +5C, +50 to ranged combat rolls with rifles)- Rosalinda Orlov has relied on her skills with a standard issue rifle to survive centuries of life on Avernus. These already formidable skills were honed into mastery since her promotion to Vizier, and the regular contact with Avernus' greatest warriors that came with it.
Lucky
(+2C, far less likely to die)- Rosalinda has had a consistent stream of good luck in life and death situations, one that has been tested and found not to be a result of latent psychic talent.
Work Hard, Party
Hard, Fight Hard (+1A, -1P, +3D, +2C)- While on the job Rosalinda is hardworking and highly professional. When off the job she spends what time she can in some of Avernus' wildest nightclubs. When in battle she fights with a level of focus and dedication rarely seen even among the Helguard. When asked about it she claims she wants to live her life to the fullest and die without the regrets that she has seen in so many others at their death.
Master
Dancer (+5D, +2C)- Rosalinda Orlov has always loved dancing in all of its forms, and is considered my many to be one of the best dancers that Avernus has produced. The control over her body that this has left her with has proved to be useful in combat situations.
Manipulator
(+2I, +1D)- Rosalinda Orlov has developed a talent for manipulating others using her words and actions.
T
rained by the Best (+2C)- After reaching her current position Vizier Rosalinda Orlov has been trained by and beside some of the greatest heroes of Avernus, which has developed her combat skills significantly.
Team Leader
(+1A, +2D)- Rosalinda is very good at leading a team and making full use of their talents while avoiding personality clashes.
Scholar of Humanity
(+1I, +1L, +2D)- Rosalinda has studied human nature in great depth in recent years, which gives her insight into those that she is dealing with.

Rosalinda Orlov was born in the formative years of the Imperial Trust, just two years after the Emperors death to a well off Avernite family in The Fens. While she had a passion for dancing from a young age her skills in that field were not enough for her to go professional, so she sought out other fields of work. Eventually she settled on joining the Administratum, where she prospered due to her combination of good organisational skills and intelligence along with good people skills.

Eventually Rosalinda Orlov became a rising star in the Department of Architecture, where at the age of a hundred and ten she gained the attention of Prefetus Secondus Edvin Dieuwer, the Department Head. Under his mentor-ship she became a skilled architect as well as as administrator until she was eventually slated to replace him as Department Head after his promotion to Chief Administrator of Avernus. Since then she has continued to run the Avernite Department of Architecture, maintaining its reputation as one of the best run Departments of Avernus.

Rosalinda sometimes seems like she has two different personalities, though you know it is rather a talent for compartmentalization. On the job she is a strictly attired, utterly professional woman who seems to live for her job. When off-duty Rosalinda wears scandalous clothing and spends her time dancing and partying at a wide range of Avernus' wildest nightclubs and social scenes, though as she has gained in rank she has less and less time to do this. While this presents a strange dichotomy in her life it is by no means the strangest way of dealing with the stress of living on Avernus that you have seen.
Age: 112

M: 17+11=28- While not as gifted as his mother or grandfather Tormod is still an incredibly talented officer by normal standards, and has had the training to use his talents.
I:16+5=21- Tormod is relatively good at sneaking, though nowwhere nea the skill of a true professional.
A:14+8=22- Tormod has been trained in the basics at planetary level administration and is decently skilled at it at it.
L: 16+9=25- Tormod has a good level of native intelligence and with a lot of work has enhanced it with one of the best educations availble in the Imperial Trust. .
P: 19+12=31- Tormod seems to be developing a strong will and sense of self, though it is still a work in progress.
D: 14+9=19- Tormod is a charming young man able to interact with almost anyone, no matter how strange.
C: 18+25=43- Tormod's combat skills are incredible for someone his age, and his luck seems to be driving him to improve them. He is no Jacob though.
(60/7+1=10)
Artifact: Primal Orb (can be used to create air and lightning based elemental effects, uses piety, has chance of backlash)- This lightning filled orb was created by the Therondy Dragon Yasssaakamativ and is filled with the power of a living thunderstorm. While Tormod is only just tapping into its powers, he is told that if his will is strong enough he will be able to channel the full power of the storm.
Artefact: Xhar-toltaric: The Lucksmith's Blade (+2C, 15 pen, causes the user to reroll rolls, takes the most extreme roll of all possible rolls unless paired with the Rebuke of fortune, causes criticals to cascade)- The Blade of the Lucksmith amplifies the effect of one Touched by the winds of fate, and can cause great tragedy or impossible fortune.
Artefact: Xhal-Tortrek: The Rebuke of Fortune (+200 to resist warp effects, +4 armour, when paired with the Lucksmith's blade has a DC35 chance to allow choosing of the most positive roll, provides a reroll on death)- Crafted from bedrock taken from the upper reaches of the caverns, this stone shield was carved by the best Kroxigor Crafters to protect one touched by fate from luck's fickle fury.
Handsome (+2D, more likely to persuade people of the opposite sex) – Tormod is a handsome young man who always attracts the eyes of women in his area, even if they do not know of his linage.
Heir of Rotbart
(+5M, +3A, +1P, +1C, +1 morale for military and civilians) –Tormod has inherited a portion of the Rotbart military genius, though this portion is far smaller then that held by his mother and grandfather.
Born and Breed Avernite (+1M, +1P, +3C, less likely to die)- Like all Avernite's of his generation Tormod has been raised for war.
Fate-Touched
(+1M, +3I, +2P, +2D, +5C, less likely to die, always roll 2 dice and choose the most extreme, double chance of encounter) - By the time he reached adulthood Tormod had encountered more strange situations then most Avernites ten times his age due in large part to sheer chance, or the manipulations of some unknown force.
Overly Curious
(+1I, +3L, +2C, more likely to have events)- Tormod has found himself in trouble several times due to his curiosity, which often leads him into places that a more sensible person would avoid.
Tried and Tested Survivor
(+5C, far less likely to die) - Tormod has managed to survive in countless situations that would be expected to kill him thoughout his life, and come out of them all alive, and more often then not intact.
Expert Swordsman
(+1M, +3 Combat, +30 to melee combat rolls) – Between his training by Avernus' best swordswoman and his experience in trying to survive everything Avernus throws at him Tormod has become a formidable swordsman.
Utterly Fearless
(+1M, +5P, +2C, immune to morale)- Tormod seems to be utterly fearless in the face of death and worse, something that Syr is both proud of and concerned by.
Collegia of Dis Graduate
(+2M, +3A, +6L,+1 to all other stats)- Tormod has graduated from the Collegia of Dis with good marks, giving him the best education available to non-psykers outside of the Adeptus Mechancius within the Imperial Trust. Well second best, after Muspelheim, maybe third depending on Niflheim's secrets. One of the best anyway.
Survivor of the Gilded Skies (+2P, +1C, +5 to all rolls against daemons)- Having proved himself against the most dangerous foes in the galaxy during the Third Daemonic Incursion Tormod has had his faith and combat skills tested.
Administrator
(+2A)- In recent years Tormod has joined the Avernite Administratum in order to better prepare himself for ruling, an aim that seems to be working.

Tormod Rotbart was born three hundred and fifty-six years after the founding of Avernus as the eldest child of Admiral Syr Rotbart, the Heir of Governor Fredrick Rotbart of Avernus. As such he lived a life guarded by some of the greatest warriors and most advanced technologies of Avernus, and trained to rule by some of the worlds greatest minds. Despite these guards he managed to find himself in an incredible number of weird, and dangerous events due to a combination of having to much curiosity for his own good and almost unbelievable levels of luck.

While so far he has manged to survive his adventures, and even made several powerful allies because of them, Syr fears that eventually he will be slain by his luck. From what you can see Tomord is destined to be either one of Avernus' greats, or die before reaching a hundred.

Tormod is a cheerful and curious young man, who is always interested in learning more, both about the world he lives in and about the others that live within it. This interest has stoked his dream of one day becoming an explorer of Avernus, though he knows that his duty forbids him following that path until he has a adult younger sibling who can inherit the Governorship.

Freya of Vanaheim
Age: 120, rejuved to 20, deceased

Source: Snow
M: 20+ 3 = 23(41) (+24 martial bonus)
I: 15 + 3 = 18(24)
A: 18+2=20(28)
L: 11(12)
P: 15 = 15(21)
D: 23 + 7 = 30(35)
C: 15+5=20 (+125 combat bonus)

Stunningly Beautiful (+4D, +1I, far more likely to persuade people of the opposite sex) – Freya Njorordatter is considered to be the most beautiful woman in the Nine Worlds. Men who meet her often find themselves agreeing with her just so that she will continue to smile at them.
Tainted Bloodline
(-1D, -1P) – Many members of Freya's bloodline have developed psychic powers; indeed, in later life her father awoke his own Warp-born powers and became a Sanctioned Psyker and the best Diviner currently on the Nine Worlds.
Blood of the Vanir
(+1M, +1D, +1C) – Freya is of the Vanir, the rulers and warrior class of Vanaheim, and as such she has some of the Vanir's martial skills and beauty.

Expert Sword Maiden (+3C, +30 to combat rolls using a sword) – Freya is a Sword Maiden, a member of a group of warrior women that many of the Aesir and Vanir ladies have joined. As such, she is a skilled swordswoman.
Settled Down
(+3D, +2I, slightly more likely to persuade people of the opposite sex) – The combination of the relationship that she has forged with her husband over the last decade and her imminent motherhood have proved to be enough for Freya to bring her bad habits about fidelity and lust under control.
Freyr's Twin (+2M, +1C, knowledgeable about Naval Combat) – Freya is the twin sister of Admiral Freyr, the senior Admiral of the Nine Worlds. She has almost always been close to him and has picked up a lot of the skills needed for an admiral from him, and is supposedly one of the best Naval tacticians in the Nine Worlds.
Aspiring Theological Scholar (+1L, +1P)- Since Syr developed an interest in theology Freya has been studying many religious texts in an attempt to stay ahead of the questions that Syr asks. This has strengthened both Freya faith and her understanding of the new Imperial Truth.
Administrator (+2A) – Her time running Helheim Void Command has force Freya to further develop her administrative talents, to the point where she can now easily manage one of the larger organisations in the Avernus system.


Freya Njordordatter, the niece of Governor Olaf of Vanaheim and twin sister of Admiral Freyr, is probably the best-connected woman in the Nine Worlds as well as the most beautiful. Freya is a skilled warrior who is nearly the equal of her brother both as an Admiral and as a fighter. Her uncle has offered you her hand in marriage and she is not opposed to the union and in fact supports it. This may be enough to reduce her (legendary) tendency to have affairs with anyone who catches her interest.

She was killed by a Deaths Head Blink Spider seventy-three years after the founding of Avernus, while having dinner with her family.
Syr Rotbart
Age: 348, rejuved to 20

M: 21+22= 43 (+121 martial bonus)- Syr has inherited a great deal of your military genius. At the moment she is one of the best commanders in the Imperial Trust, both on land and in space and given time she may even reach your level of military skill.
I:18+5=23- Syr has been trained in stealth and espionage by Jane, one of the greatest masters of these arts from a young age. She has learned much from these lessons ad is skilled in both of these arts.
A:15+10=25- Syr has been trained from a young age to take over the governorship of Avernus, as such she has developed a great deal of administrative skill.
L: 17+5=22- Syr has received a full Avernite military education, and has an deep understanding of war as well as a good general education.
P: 15+6=21- Syr has a strong faith in the Revelations of Saint Lin and in humanity in general.
D: 16+6=22- Syr has been raised as the heir to Avernus and as such has been attending formal occasions her entire life and has received a though education in interstellar diplomacy.
C: 22+24=46 (+660 combat bonus)- Syr is a natural warrior and has been trained by some of the best warriors on Avernus for her entire life. Even taking this into account however she is far better then expected, being one of the top swordsmen on Avernus
(74/7+3=14)
Very Beautiful (+3D, more likely to persuade people of the opposite sex) – Syr seems to take after her mother appearance wise. She is a beautiful child and you are sure that she will grow into an even more beautiful woman.
Tainted Bloodline (-1D, -1P) – Many members of Syrs bloodline have developed psychic powers; indeed, in later life her grandfather awoke his own Warp-born powers and became a Sanctioned Psyker and one of the best Diviners currently on the Nine Worlds.
Blood of the Vanir (+1M, +1D, +1C) – Syr has inherited from her mother and is unmistakably one of the Vanir.
Artefact: Enqux's Cleaver (pen 21, double damage)- This blade was wielded by Enqux and is known for its ability to cut though nearly any defence.
Artefact: Itza's Stalwart Defence (+300 to resist Warp effects, +4 Armour, double HP, re-roll any morale rolls for you or those under your personal command)- For countless generations wielders of this shield have held the line no matter the situation.
Heir of Rotbart (+5M, +3A, +1P, +1C, +1 morale for military and civilians) – Syr has truly come into her own over recent years and has developed her skills to a high extent. She seems to be very bit as naturally talented as you are and is improving those talents though hard work and dedication. Syr is without a doubt worthy of taking up the reins of Avernus when you pass on and you can trust her to rule well.
Honed Survival Instant
(+1M, +1I, +4C, even less likely to die)– Syr has always had a strong survival instinct and a sense for incoming danger. Over the years she has strengthened this significantly, to the point where few can catch her off guard
Deep Rooted Faith
(+3P)- Piety and faith in the Emperor have been a strong part of Syr's life from a very young age. Syr has a deep seated belief in the Emperor and an understanding of the New Imperial Truth that has become a core component of her self.
Curious (+2L, more likely to gain new traits)- Syr is a curious child always willing to ask questions and explore the world, or at least as much of it as she can.
Military Genius
(+6M, +1C) -Syr seems to have inherited your natural talent for military command, being able to feel the flow of a battle and lead her forces to victory with surprising ease.
Stealth Expert
(+3I, +15 to stealth for units under her personal command)- Her training with Arbitrator Jane Oakheart has allowed Syr to develop her skills in stealth to a high degree. She can sneak past many sentries and is capable of passing some of this skill to her direct subordinates.
Master of the Blade
(+2M, +1D, +5C, +50 to melee combat rolls) - Syr learnt to use the blade under the tuition of Arbitrator Oakheart, Governor Rotbart and the Governor's Own, giving her a solid foundation. Over the years she has improved on this foundation and eventually achieved mastery.
Avernite Centenarian
(+5C, +1P, -1D when dealing with non-Avernites) – Having survived a century of life on Avernus Syr has proven herself to be both expert warrior and bearer of a strong will.
Militia Officer (+1M, +3A, +1C)- In her time as a member of the militia Syr reached the rank of captain. She duties and responsibilities of this rank forced her to further develop her skills.
Avernus Officers Academy Valedictorian
(+2M, +3A, +3L, +2P, +2C)- Syr graduated from the Avernus Officers Academy with the second highest marks of on record, losing out only to her legendary father.
Helltrooper Brigadier
(+4M, +4C)- Syr is a brigadier among the Avernite Helltroopers,one of the senior officers in Avernus' primary expeditionary force. As such she has been forced to develop her skills in combat and command to a rather high level.
(+7M, +1I, +7A, +3L, +2P, +7C) – While Syr is primarily an Admiral she was once an experienced and respected, in junior, general among the Avernite Helltroopers, giving her a wealth of experience and skills that few of her colleagues can match.
Fleetmaster
(can use personal attention for Void actions, can command naval battles with no penalty) -Syr has been trained in the Avernite Naval Academy and spent several decades as a naval officer. This has honed her skills to the point where she can command ships at war as easily as men.
Skilled Orator
(+2D, +5 to morale of force under her command) – Syr has taken the time to become a skilled orator, able to make speeches that persuade and inspire her audience.

Your beloved daughter Syr has recently reached adulthood. While she is currently grieving for her mother she was once a bright and cheerful child, who inherited your military genius and wishes to become a general.

Syr died when her flagship was overrun by Genestealers when defending Tordenjern from Hive Fleet Grábakr.
Prefectus Tertius Thaddeus Starr
Age: 346 rejuve to 30

M: 15+10=25 (+30 martial bonus)- Thaddeus is a decent general, able to command small armies effectively.
I: 17+3=20- Thaddeus understands the basic of counter-espionage and is security conscious.
A: 12+18=30- Thaddeus is a brilliant administrator, able to effectively manage entire government branches while fulfilling his duties as your assistant and overseeing his own projects.
L: 14- Thaddeus is well educated in his fields, though he has only a basic education outside of them
P: 14+5=19- Thaddeus is a firm believer in the Revelations of Saint Lin.
D: 15- Thaddeus can handle being in a wide range of diplomatic situations.
C: 17+ 22= 39(+350 combat bonus)- Thaddeus is a gifted soldier, able to fight on par with all but the best Helguard Officers.
(62/7+1=10)
Administratum Adept (-1M, +5A, -1C)- Thaddeus Starr is a fully trained Administratum Adept who is intimately familiar with the rules of bureaucracy and is capable of managing it with the finesse that only someone who has devoted his entire life to the task can manage.
Avernite Bi-centenarian (
+6C, +2P, +1I, -2D when dealing with non-Avernites) – Having survived two centuries of life on Avernus Thaddeus have proven himself to be an expert warrior, the bearer of a strong will and very alert to danger.
Survivor of the Pink Skies
(+2P, +1C, +5 to all rolls against daemons)- Having proved himself against the most dangerous foes in the galaxy during the First Daemonic Incursion Thaddeus Starr has had his faith and combat skills tested.
Grandmaster of Avernite Administration
(+3M, +1I, +7A, +5C)- Thaddeus Starr has been a member of the Avernite Administratum since the first landing and has become a poster boy for the Avernite view of Administration. As such he is a skilled general, a master of administration and one of the most skilled warriors of Avernus.
Skilled Architect
(+2A, -10% building price)- Thaddeus has spent around a century overseeing construction projects, time which has allowed him to become a skilled architect.
Organised (+2A)- Thaddeus has developed a very high level of personal organisation in his time as your personal assistant, which has proven to be a highly useful trait.
Tactician(+2M) – As a result of his time with you Thaddeus has developed quite a talent for tactics, though he is by no means a general the equal of any of your Marshals.
Combat Veteran(+4C)- Despite being a civilian Thaddeus has seen much combat against a wide variety of foes, which has helped hone his skill in combat to a level rarely seen on other worlds, and well above average on Avernus.
Senior Militia Officer (+5M, +1I, +2A, +3C)- In his time as a member of the militia Thaddeus Starr has reached the rank of Major-General. This demonstrates the fact that he is a skilled general, especially for someone who does not make a profession out of war.
(+8M, +1I, +2A, +9C, personally loyal to Rotbart)- Thaddeus has been your personal assistant and effective protege for many years, time which has allowed him to develop into a skilled general and expert warrior as well as an administrator.
Survivor of the Crimson Skies (+1P, +2C, +5 to all rolls against daemons)- Having proved himself against the most dangerous foes in the galaxy during the Second Daemonic Incursion Thaddeus has had his faith and combat skills tested.


Thaddeus Starr was born on the Administratum world of Lyrium 3 and as such was destined for a life in the Administratum from birth. He quickly proved to be a skilled Administrator and reached the rank of Ordinate at a young age. He was assigned to be part of the colonization of Avernus and was one of the few Administratum Adepts to survive the first years.

Over the following decades Thaddeus Starr steadily rose though the ranks of the Administratum until he reached the position of Deputy Chief Administrator of Avernus seven decades after colonization, shortly before his hundredth birthday. Since then he has proved to be a skilled and reliable second for Henry, handling a great deal of the more routine administrative matters so that Henry could properly focus on his current projects.

As well as being a senior Administratum figure Thaddeus Starr has being an enthusiastic member of the militia since it was first founded. Thanks to this enthusiasm, a degree of natural talent and his administrative skills he has risen though the ranks of the militia until he has reached the lofty rank of Major-General, a rank usually reserved for retired military officers. As the Major-General of the 4th Dis Militia Division Thaddeus Starr is responsible for commanding over a million men in battle, a task that he has preformed well in, particularly during the recent Daemonic Incursion.
Professor Antoni Kovac
Age: 361, rejuved to 40

M: 14+4=18- While Professor Kovac has a good academic understand of war he lacks experience at commanding anything above platoon sized.
I:15+6=21 -Professor Kovac thrived in the facility politics of Avernus' most well respected academic institute, where competition was bloodless but fierce.
A:14+12=26- Between Professor Kovac's areas of study and experience running a department of Avernus largest academic institute he has developed quite a skill at management.
L: 15+24=39- Professor Kovac is the best educated person on Avernus outside of Saint Lin and the Adeptus Mechancius, and even they respect the breadth and depth of his knowledge.
P: 15+8=23- Professor Kovac has a strong will and a belief in the potential of humanity.
D: 16+7=23- Professor Kovac's time as a teacher and developed his already respectable social skills to a high level.
C: 18+17=35- Professor Kovac is one of the best fistfighters on Avernus, and highly skileld witha variety of other weapons.
(66/7+1=10)
Genius (+2 all stats)-Professor Kovac is a genius, naturally gifted in everything he has tuned his hand to and one of the most intelligent people you have ever met.
Professor Emeritus of the Collegia of Dis
(+2I, +4A, +10L, +2D)- For several centuries Antoni Kovac was one of the most respected professors at Avernus' highest academic institute. In this time he learned much of the details of how organisations are run, and expanded his knowledge base significantly.
Respected Healthcare Researcher
(+1A. +3L, +50 to all rolls involving medicine)- Professor Kovac has spent much of his life studying healthcare, both on the personal and organisation scale. This time has developed his skills in medicine to a high level, and his understanding of healthcare systems to an even greater level.
Polymath
(+4A, +6L, +1 to all other stats, +30 on all knowledge based rolls)- Professor Kovac is a polymath, someone who has studied pretty much every available topic to a high degree. This gives him an incredibly broad base of knowledge, and allows him to come at problems from angles that those who specialise cannot.
Respected Education Researcher (+1A. +3L, +50 to all rolls involving education)- Professor Kovac has spent much of his life studying education, both on the personal and organisation scale. This time has developed his skills in teaching to a high level, and his understanding of educational systems systems to an even greater level.
Survivor of the Pink Skies (+2P, +1C, +5 to all rolls against daemons)- Having proved himself against the most dangerous foes in the galaxy during the First Daemonic Incursion Professor Kovac has had his faith and combat skills tested.
Master Brawler
(+1M, +5C, less likely to die) - As a young man Antoni Kovac was known for getting into fistfights with fellow students and coming out on top, even when outnumbered. After coming to Avernus he built on this skill to become a master of using fist weapons, and generally wears a pair of lightweight power fists created by Archmagos Explorator Tranth for him.
Avernite Bi-centenarian
(+6C, +2P, +1I, -2D when dealing with non-Avernites) – Having survived two centuries of life on Avernus Antoni Kovac has proven himself to be an expert warrior, the bearer of a strong will and very alert to danger.
Survivor of the Crimson Skies
(+1P, +2C, +5 to all rolls against daemons)- Having proved himself against the most dangerous foes in the galaxy during the Second Daemonic Incursion Professor Kovac has had his faith and combat skills tested.
Public Servant (+2D)- In his time as your assistant Professor Korvac has been forced to work with all of the branches of the Avernite Government, a task which has improved his diplomatic skills significantly.

Antoni Kovac immigrated to Avernus shortly after the foundation of the Collegia of Dis in order to aid in the creation of your medical and educational system. He quickly found a position in the Collegia of Dis and spent the next few hundred years switching between teaching, researching and learning, as well as slowly climbing the academic ladder. By the time of the Second Daemonic Incursion Professor Kovac was one of the senior-most members of both the Education and Medical Departments of the Collegia of Dis and the most respected academic in the system.

In person Antoni Kovac is a highly sophisticated gentleman who is knowledgeable of any topic you are to mention, and actually willing to admit to the limits of his knowledge. He has cultivated an almost grandfatherly persona for dealing with students, though you do not see that much of it when he is talking to you.

Professor Antoni Kovac died at the age of three hundred and sixty-one after tripping down a stairway and landing badly. After much investigation this was ruled as an actual accident, making him the oldest person to ever die in an accident on Avernus.

Baron Sigmund 'The Defiant' of the Aesir
Age: 334 rejuved to 25
Martial: 15+11=26- Baron Sigmund is an experienced commander who has been trained to lead forces of all types, though he is most comfortable leading Knights into battle.
Intrigue: 12+1=13- Baron Sigmund has a basic understanding of the importance of subtle action but has no talent for it himself.
Administration: 11+5=16-Baron Sigmund is a competent administrator, but little more then that.
Learning: 14+3=17-Baron Sigmund has received a good education which he has expanded on in several years.
Piety: 16+6=22- Baron Sigmund is has a strong will and a firm, but by no means unshakable faith.
Diplomacy: 13+6=19- Baron Sigmund is a reasonably inspiring leader and able to mingle with people of most walks of life.
Combat: 17+23=40- Baron Sigmund is one of the greatest Knights among the Aesir, and there are few who can beat him in a Knight.
(46/7+1.5=8.5)
Blood of the Aesir ( +1M, +2C) – Sigmund is a Lord of the Aesir, one of the oldest of the Knight Houses, whose history stretches back into the beginning of the Dark Age of Technology.
Questoris Familia (+1M, +1D, +1C, can potentially pilot Knight Titans) – Sigmund is a member of the Questoris Famila, the nobles, and as such has the potential to pilot Knight-Titans and is a member of one of the greatest and most powerful noble groups in the Imperium.
'The Defiant'-
(+2P, +2C, ignore condition minuses in combat)- Sigmund has earned the tittle of the Defiant for his desperate last stand protecting Sigard's back while he was dueling Warlord Gutcrumpa.
Einherjer (+1M, +1C, can pilot Knight Titans) – Sigmund is a Einherjer, as the Aesir name those men who can pilot Knight Titans.
Knight-Baron
(+2M, +3C, +50 to combat rolls when in Knight-Titan) – Sigmund is a Knight-Baron, one of the best Knight pilots among the Aesir, and has the skills to prove it. When in his Knight, few can stand against him
Avernite Elder
(+4C) – Having survived half a century of life on Avernus Baron Sigmund has proven himself an expert warrior.
Survivor of the Pink Skies
(+2P, +1C, +5 to all rolls against daemons )- Having proved herself against the most dangerous foes in the galaxy during the First Daemonic Incursion Baron Sigmund has had his faith and combat skills tested.
Protege of Sigard
(+4M, +1I, +3A, +1L, +2P, +2D, +3C, +20 to rolls in knights)- Sigmund was the protege of Sigard, the fomer Lord-Marshal of the Aesir and their greatest leader for thousands of years. Under his mentors teaching he developed his skills in leadership and combat greatly.
Knight-Trainer
(+2A, +2L, +2D, +1C, +20 to all rolls to teach)- Sigmund has spent much of his life teaching others his skills at war. This has honed his skills for leadership, and to a lesser extent combat.
Master of the Blade
(+2M, +1D, +5C, +50 to melee combat rolls) - Sigmund has studied the blade for centuries, both on foot and in his knight to the point where he has reached mastery.

Baron Sigmund 'The Defiant' is one of the greatest living heroes of the Aesir bar the current Marshals, and is considered to be next in line for that rank. He has spent much of his career on Avernus where he has gained a good understanding of the dangers of the planet and a level of friendship with several of its leaders, including Syr Fredrickdatter. While his low rank would generally make him a poor candidate for a political marriage with the heir of a core world like Avernus between his reputation and close ties with the Royal House Borr, whose former leader Lord-marshal Sigurd acted as Sigmund's mentor, he is a viable candidate.

Baron Sigmund was slain during the Third Daemonic Incursion by a Third Circle Archangyl during the final assault on Dis.

Helheim Void Command
Admiral Mark Sarnow, Commander of the Avernite Navy
Age: 540 rejuve to 25

M: 16+18=34 (+55 marital bonus)- Admiral Sarnow is a skilled admiral more then worthy of the rank, and though he is not counted among the best of the Imperial Trust outside of his speciality.
I:28+21=49- Admiral Sarnow is a genius at deception on all levels, able to easily pull of naval ambushes, conduct extensive hit and run campaigns as well as runs a good spy network on the side. You are starting to wonder if he correct title is Inquisitor Sarnow.
A:18+14=32- Admiral Sarnow is a skilled administrator whose attention to detail and skill at spotting misleading reports serves him well.
L: 12+6=18- Admiral Sarnow has the level of education expected of an naval officer of his rank who does the occasional bit of study on the side.
P:13+5=18- Admiral Sarnow is faithful to the Emperor, though no-one would call him one of Avernus' most faithful.
D:11+3=14- Admiral Parnell is a warrior not a diplomat, and it shows.
C: 18 +13=31- While not a front line combatant Admiral Parnell is still a skilled swordsman even by Avernite standard and can hold his own in a fight, against most foes at least.
(77/7+3=14)
Admiral (+4M, +1A, +1C -1D, -1I, can command fleets)- Mark Sarnow became the Admiral in the Avernite Navy after demonstrating his skill at leading and commanding ship in war.
Coalition Commander
(+1M, +2D)- Admiral Sarnow has often found himself in command of ships from multiple fleets, and has learnt the difficult skill of commanding them to their best potential without offending anyone, well without offending anyone to much.
Avernite Boarder (+5C, +25 to boarding actions)- Admiral Sarnow has been involved in dozens of boarding actions in his time in the Avernite Navy, both on the defensive and on the offensive. Additionally he has put himself though the brutal training regimes of his Void Infantry, who aim to remain just as deadly as other Avernite regulars.
- (+8M, +1I, +3A, +2D, +8C , +25 to boarding actions, can command fleets)- While not the first Admiral of Avernus it was Admiral Sarnow who built the Avernite navy into the well drilled, deadly force that it can become, proving just how skilled he is in all aspects of naval command.
Disciplined
(+2M, +1A, +1P)- Admiral Sarnow is highly disciplined, and expects the same from his men.
Highly Meticulous
(+4M, +5I, +5A, +4L, -1D)-Admiral Sarnow is always oncredibly meticulous in all of his actions, carefully ensuring that even minor details are as well done as possible, and then double and even triple checking. This leads to him creating plans that both cover for all possibilities and are as close to flawless as he can manage but also cause some social issues.
Master Administrator
(+5A)– Admiral Sarnow is a master administrator under whose command the Avernite Fleets runs smoothly and efficiently.
Expert Raider
(+1M, +2I, +10 to harassment by ships under his command) – Admiral Sarnow has spent most of his career commanding light forces and is an expert using them to their full capabilities.
Master of the Blade
(+2M, +1D, +5C, +50 to melee combat rolls)- Admiral Sarnow has put in a lot of time and effort over the years to developing his swordsmanship and is a highly skilled swrodsman. However while he has developed a mastery of the blade his lack of major combat experience means that his general combat skills are merely average. For an Avernite.
Insane Cunning
(+7I) - Admiral Sarnow has always been very cunning, being able to nearly instinctively avoid trouble and bypass obstacles. Over the years this has developed to the point where this talent verges on precognition. It isn't, you checked.
Hidden Dragon
(+3I, halve penalties from ship size and type in ambushes)-Admiral Sarnow has shown a uncanny ability to make use of even the largest and clumsiest of warships for ambushes, once even pulling off an ambush with the Einherjar Class Command Battleship Fólkvangr.
Expert Deceiver
(+3I, +1D)- Admiral Sarnow is highly skilled at deception, both in war and in person. Hi skill in showing those he interacts with exactly what they wish to see, or fear, has proven valuable in countless situations.
Naval Scholar
(+1M, +2L) – Admiral Sarnow has conducted a serious study of conventional naval litarture and how every known navy prefers to fight in order to better prepare himself, and in order to learn from their tactics. He seemed particularly interested in the records of conflicts with Eldar, of all varieties.
Proven Faith (+4P)- Over the years Admiral Sarnow has developed a great deal of faith in the Emperor, and in the Imperial Trust' duty towards his last commands.


Mark Sarnow came to Avernus as a Lieutenant-Commander on the Lunar Class Cruiser Iron Will, a ship with a long and storied history and a reputation for victory. He proved himself a skilled but not exceptional officer in the following decades and soon found himself in command of a Sword Class Frigate.

Commander Sarnow's ship truly proved itself in the assault on Fjol IV, where it managed to locate almost all of the Dark Eldar warships in their field of operation and managed to surprise several of them. This was the best showing of any escort in the Imperial Fleet and got Commander Sarnow promoted to Captain and given command of the Tireless a Dauntless Class Light Cruiser. Over the following decades Captain Sarnow proved himself and expert commander of light forces and when the Avernite Navy started expanding he found himself promoted to Commodore and given command over Avernus' Privateer Class Raiders. He remained in this position for over a hundred years until the third Waaagh Garkill, after which he was promoted to Vice-Admiral and given command over all of Avernus' Light Fleet elements. Shortly after that he was promoted to Admiral after the death of Admiral Parnell and the tainting of all of the naval officers his senior.

Admiral Sarnow seems to be professional disciplined man both his public life and his private life, and spends most of his time on the clock. However this hides the sheer innate talent that he has for deception of all kinds that puts even Jane to shame. As well as having tuned the naval gossip network into a pretty effective internal spy network and effortlessly winning any office politics he was the only officer above the rank of captain to have avoided being tainted by the plot of the Changer of Ways. When confronted with this he said that all of the invitations that he received that would have put him in taints way felt wrong in some way and he made excuses. When you checked you found that in the years leading up to the cults reveal he had spent most of his time one patrols and leading escort missions. In battle he makes full use of his light forces to harass the enemy and lead them int ambushes, and prefers reveling his presence with a sneak attack.

In all Admiral Sarnow is an incredibly gifted commander of light fleet elements and above average in normal fleet situations, though how well he can sue these talents in command of the heavy warships of the Avernite Navy remains to be seen.
Admiral Amos Parnell, Commander of the Avernite Navy
Age: 263 rejuve to 25

M: 14+19=33 (+65 martial bonus)- Admiral Parnell is one of the greatest naval minds in the Imperial Trust, able to command fleets of any size in any imaginable situation and lead them to victory
I:7+5=12 - Admiral Parnell has no talent for intrigue in any of its forms, though he has enough experience in Imperial Navy Politics to be passable in political intrigue.
A:13+4=17- Admiral Parnell is no great administrator, but he does have enough organisational talents that the Avernite Navy runs with few issues.
L: 14+8=22- While he does not have a broad education Admiral Parnell is highly studied in naval tactics and histories, and is an expert within those fields.
P:10+5=15- Admiral Parnell is faithful to the Emperor, though no-one would call him one of Avernus' most faithful.
D:10+3=13- Admiral Parnell is a warrior not a diplomat, and it shows.
C: 14+12=26 (+185 combat bonus)- While not a front line combatant Admiral Parnell is still a skilled swordsman and can hold his own in a fight, against human foes at least.
(52/7+.5=7.5)
Naval Family (+2M, +1I, +1A) - Amos Parnell was born into one of the great Naval Dynasties of Hydraphur and as such was raised for a life of command since his birth.
Admiral (+4M, +1A, +1C -1D, -1I, can command fleets)- Amos Parnell became an Admiral in the Imperial Navy after demonstrating his skill at leading and commanding ship in war.
Religious Scholar (+4L, +4P) - Admiral Parnell often spends what free time he has studying old religious texts. This has had the effect of strengthening his faith and increasing his general knowledge base.
Survivor (+3I, +3C, slightly less likely to die) – Over the course of his career Admiral Parnell has survived multiple assassination attempts and boarding actions.
Master of the Blade (+2M, +1D, +5C, +50 to melee combat rolls)- Admiral Parnell has always been talented with the sword and has over the course of his career developed into a true blademaster. This skills has proved useful in settling disputes with other officers as well as against assassins and boarders.
Respected Naval Scholar
(+4M, +4L) - Admiral Parnell has spent much time studying everything he can about Naval combat, ranging from histories of old campaigns, to theoretical thesis and estimated specification for warships, both human and Xeno. He has published several thesis of his own and they are considered sold works, with his treatise on the use of Warp jumping to outmaneuver Necrons being used as textbook in the Hydraphur Naval Academies.
Expert Raider
(+1M, +2I, +10 to harassment by ships under his command) – Though a combination of his own experience and studying the techniques of the Dark Elder in the approach to Fjol IV Admiral Parnell has developed a though understanding of hit and run attacks and other forms of harassment.
Expert Naval Tactician
(+3M, +15 to ships under his command)- Admiral Parnell is a skilled naval tactician who is one of the best naval minds of the Imperial Trust.
Skilled Administrator
(+2A) – Admiral Parnell has been forced to develop into a skilled Administrator by the time he has spent running Helheim Void Command.
Leader
(+1M, +2D)- In his time as the leader of Avernus' Navy Admiral Parnell has developed his talents in leadership to a high level.
Disciplined (
+2M, +1A, +1P)- Admiral Parnell is highly disciplined, and expects the same from his men.
Expert Duellist
(+3C, +30 in duels)- In his years in Avernus Admiral Parnell has duelled with many master swordsmen, most of whom were his better. As a result of these fights he has developed his skills, and started to specialise in one on one fights.

Amos Parnell is the third son of a side branch of one of the major Naval dynasties of Hydraphur, and was therefore destined to join the Navy from birth. He was enrolled in the Hydraphur Naval Academy at the age of twelve and preformed well but not exceptionally. In was in his time in the Naval Academy in which Amos Parnell developed his scholastic tendencies which have remained with him for his entire life. Upon graduating he was assigned a place in the Light Cruiser Light of Zaneth as a Midshipman.

For the next thirty years Amos Parnell slowly rose in the ranks until he was finally promoted to Captain and given his own command, the Luna-Class Cruiser His Might. As the commander of His Might Captain Parnell earned a reputation for excellence, destroying the Eldar Pirate Cruiser Shadowfiend and being the only ship to escape the Lenongrad Disaster. Ten years after gaining Captaincy Amos Parnell was promoted to Commodore and sent with a Cruiser squadron to reinforce Battlefleet Valinor which had been crippled fighting off a Tyranid Splinter Fleet.

Commodore Parnell continued to prove to prove his worth in the Valinor Sector and continued to slowly climb the ranks. During this timeframe then Vice-Admiral Parnell, who had already developed into a skilled dualist, accidentally killed an aspiring young officer in a duel. Now normally this would not cause any problems, the young officer had challenged him to live steel after all, but this junior officer was the great-nephew of Lord Admiral Ordanin of Battlefleet Valinor. Thanks to Vice-Admiral Parnell's connections to Segmantum Command Lord Admiral Ordanin could not do anything to obvious but since that day he always got the worst possible posting and there were several assassination attempts, that were only survived due to sheer luck and combat reflexes. Eventually even Lord Admiral Ordanin could not delay Vice-Admiral Parnell's promotion any longer and he was promoted to Admiral. Within a year of his promotion Admiral Parnell was assigned to command a small detachment defending Avernus, the newest colony in the Sector and a location near the Vanaheim Naval base, so Solar Admiral Freyr will most likely gain the credit for any victories.

Admiral Parnell died a hundred and sixty-seven years after founding after a group of Avernite Chaos Psyker infiltrated his flagship and took control of him and a large portion of the crew. After this was discovered an elite force was dispatched to retake the Fólkvangr, a task that included killing the corrupted Admiral.

The Inquisition
Inquisitor Lord Marcus Klovis-Ultan of the Ordo Malleus
Age: 779 rejuved to 89. Rejuve Maxed

M: 10+13=23- In his time as Lord-Mayor of Dis Inquisitor Klovis-Ultan has developed his rather limited skills as a general greatly. While still in no way a great commander, you would still consider him a valid choice for a marshal in your forces.
I:15+34=49- Inquisitor Klovis-Ultan is one of the last living veterans of the shadow wars that the Inquisition fought while the Imperium still lived. He has only honed those talents in the centuries since, and become a spymaster only a step below legendary.
A: 12+12=24- Inquisitor Klovis-Ultan has over the last few centuries as the Lord-Mayor of Dis become a highly skilled administrator, and learned to work with the systems that he once bypassed with his authority.
L: 18+29=47- Inquisitor Klovis-Ultan has studied countless tomes of forbidden lore in his time, along with many other secrets forgotten by the Imperium at large. Interestingly he claims that in many ways some of the true histories and philosophical tome were more dangerous then those on the Warp.
P:15+28=43- Inquisitor Klovis-Ultan's will and duty have been forged into adamant over his long time, and reinforced by his discovery of his own path to tread.
D:10+13=25- Inquisitor Klovis-Ultan is well spoken, polite and skilled at reading others, talents he has found many uses for over the years.
C: 16+33=49- Inquisitor Klovis-Ultan has fought an unbelievable variety of foes over his long lifetime, ranging from Chaos cults to greater Deamons, and even an Eversor Assassin. This experience and the skills he has honed make him a deadly and highly flexible combatant, that only a handful of humans on Avernus can reliably beat.
(156/6+6=31)

Inquisitor Lord- (+4M, +9I, +2A, +4L, +5P, +4D, +8C)- As someone who has been given the title of Inquisitor Lord Klovis-Ultan is one of the most respected and gifted members of the Inquisition.
Master of the Ordo Malleus
(+3M, +3I, +2A, +6P, +3L, +2D, +6C, incredibly knowledgeable about demons) – Inquisitor Lord Klovis-Ultan is a master of the Ordo Malleus, and therefore is considered to be both one f the most respected Inquisitors of the Ordo and has the duty of overseeing the actions of other members of his Ordo, as much as can be done anyway.
Ancient Inquisitor
(+2M, +6I, +2A, +4L, +4P, +2D, +5C) - Inquisitor Klovis-Ultan has been in Inquisitor for well over half millennium years and has been tested with almost every imaginable situation in that time, along with a few unimaginable situations. This has honed his skills to ever higher levels allowing him to successfully hunt daemons over all sorts of worlds and even more dangerously deal with the Inquisition's internal politics.
Avernite Bi-centenarian
(+6C, +2P, +1I, -2D when dealing with non-Avernites) – Having survived two centuries of life on Avernus Inquisitor Lord Klovis-Ultan has proven himself to be an expert warrior, the bearer of a strong will and very alert to danger.

Noble of Hydraphur
(+2I, +1D, can command void)- Marcus Klovis-Ultan was born into one of the noble dynasties of Hydraphur and thus was raised in the courts of one pf the most powerful worlds of the galaxy, and at the heart of the Segmentum Fleet.
I Tread My Own Path (+7I, +1A, +6L, +8P, +1D, +4C, unusual views)- Unlike many Inquisitor Inquisitor Klovis-Ultan does not follow any of the major philosophies of the Inquisition, and instead finds his own path. A path that has often found itself in conflict with those of his peers. He tells you that while he has studied many of the factions of the Inquisition all of them have fundamental flaws in their underlying philosophy, though many of them also have valuable ideas as well. This has earned him no friends and many enemies, but left him with an unique way of looking at the galaxy.
Stained by the Past
(+1I, +2L, -2P)- In his time as an Inquisitor Klovis-Ultan has preformed many atrocities, many in hindsight for no good reason. While he views this as a learning experience it does weigh on him sometimes.
Expert of Disguise
(+3I, +3D, +15 to all attempts at disguise)- Inquisitor Klovis-Ultan is an expert at disguising himself as another, and playing the role.
Keeper of Secrets Best Forgotten
(+2I, +8L, +5P, +2C, massive knowledge of the Warp)- Inquisitor Klovis-Ultan has gathered countless secrets of the Warp in all of its form over his long career, many wrested from hands of Inquisitors who would otherwise have misused them.
Lord-Mayor of Dis
(+4M, +5A, +2L, +2D, +2C)- Inquisitor Klovis-Ultan has played the part of the Lord-Mayor of Dis since the founding of Avernus, and has become one of the most respected figures on Avernus in his time in that role. This experience has taught him many lessons that he would otherwise have not learned with the life of an Inquisitor.

Marcus Klovis-Ultan was born to a minor noble family on Hydraphur, the Segmentum Pacificus Fleet Headquarters. While his early life was unremarkable he came to the attention of Inquisitor Uzziel Packineau who was investigating a possible chaos cult that the young Marcus Klovis-Ultan was a member of. While the cult itself was soon proven to be just another noble gang Inquisitor Uzziel took an interest in Marcus Klovis-Ultan and took him as a Acolyte. Due to the position of his family and the location of Hydraphur Marcus Klovis-Ultan was able to keep in contact with his kin unlike most members of the Inquisition, and has kept in contact to this very day, with his personal ships officered by members of his extended family. These ties have given him an in to the often insular Imperial Navy and have proven to be highly valuable many times over his career.

For the next fifty years Marcus Klovis-Ultan served under Inquisitor Uzziel, a respected but not outstanding member of the Ordo Malleus, until he final earned his Inquisitorial Rosette. After becoming an Inquisitor in his own right Klovis-Ultan trod an unusual path, making contact with many of the factions within of the Inquisition and learning some of their philosophies before finding an irreconcilable difference and leaving. Eventually Inquisitor Klovis-Ultan decided to serve the Emperor in his own way, and set off to create a path that fits him.

While remaining a member of the Ordo Malleus, and filling all of the roles that he was expected to as a member of the Ordo Inquisitor Klovis-Ultan soon found himself in conflict with other Inquisitors more then with any of the foes of the Imperium. The Inquisitors that he found himself opposing were often veteran deamonhunters or witch hunters who had become threats to the Imperium, either via becoming what they fought or by becoming so puritanical that they caused more damage in their hunts then Inquisitor Klovis-Ultan could accept. While so far this is a common tale in the ranks of the Inquisition, one that ends with Inquisitor Klovis-Ultan's death or excommunication, at the hands of the more experienced Inquisitor. However much to everyone's surprise Inquisitor Klovis-Ultan was able to triumph over greatly more experienced Inquisitors no less then three times, using his talents, ties with the navy and in one case friendship with a Captain of the Silver Guard's Chapter to either slay or successfully denounce his rivals. Given that said rivals were centuries his senior these feats attracted much attention.

These conflicts gave Inquisitor Klovis-Ultan a strong reputation within the Inquisition, and access to a massive catch of forbidden lore that he had seized while little over a century in age. Over the next century Inquisitor Klovis-Ultan proved to be a talented and determined foe of the demonic wherever it could be found, and a highly unorthodox one. He also forged close ties with many of the armed forces of the Imperium, and was heavily involved with the war against the forces of chaos, hunting down traitors within the Guard and navy who shared military secrets and fighting the forces of Chaos on the battlefield. In this time he also delved deep into the dark lore that he had gained, and sought out many secrets himself, or claimed them from other Inquisitors that he found himself in conflict with. This was a result of his belief that one must know your foes, and your allies in order to best combat them. Between his particular path and strength of will Inquisitor Klovis-Ultan was able to avoid being corrupted by his discoveries, though what he found had a major impact on his life. Between the research of several Thorians and Istvaanians he had slain and experience of his own on the deamon world [Redacted], Inquisitor Klovis-Ultan came to the conclusion that humans exposed to the forces of the Warp could in some circumstances hold true in their faith and learn to resist corruption even when exposed to chaos. This idea is what eventually what led to the foundling of Avernus, with the aim of producing soldiers able to fight against the forces of chaos with greater efficiency and able to resist its taint.

However before that came Inquisitor Klovis-Ultan's conflict with Inquisitor Lord Voross of the Ordo Malleus, who was seeking much of the same knowledge that Inquisitor Klovis-Ultan sought on the warp. After a few, hostile meeting both Inquisitor Klovis-Ultan and Inquisitor Lord Voross ended up denouncing each other, and it was only by using every connection he had made and favor he had gathered that Inquisitor Klovis-Ultan was able to avoid being declared Excommunicate Traitoris, though unsurprisingly none were willing to stand beside him in the conflict that followed. The following decade saw Inquisitor Klovis-Ultan forced to rely on every scarp of skill he possessed and every ally he had made as Inquisitor Lord Voross focused his resources on bringing down Inquisitor Klovis-Ultan, and claiming the secrets that Klovis-Ultan had gathered. Eventually Inquisitor Klovis-Ultan was able to prove the duplicity of his foe to several prominent military figures, including Chapter Master Haraldr of the Silver Guard and Lord Admiral Drake. With the revelation that Inquisitor Lord Voross had traded valuable military secrets to the forces of chaos in exchange for lost lore, and caused several military defeats, a powerful task force was assembled to hunt down the Inquisitor, including a company of the Silver Guard and a Imperial Navy task force built around the battleship Unwavering Fury. This force soon cornered Inquisitor Lord Voross in his fortress on the Hive World of Sarcross and Inquisitor Klovis-Ultan led an Astartes task force to kill the Inquisitor Lord, and hopefully avoid an extended siege. After a hard fight Inquisitor Klovis-Ultan and his allies were victories, and found themselves in possession of much of Inquisitor Lord Voross's gathered secrets and artifacts. It was then that Inquisitor Klovis-Ultan found that despite his dealing with Chaos Inquisitor Lord Voross still considered himself to be a loyal servant of the Imperium, and that he had made the judgement that sacrificing the forces that he doomed was worth the knowledge that was gained in the trade he had made. The Inquisitional Conclave convened to investigate the matter did not agree, and posthumously declared Inquisitor Lord Voross Excommunicate Traitoris.

in the wake of this affair Inquisitor Klovis-Ultan found himself both highly respected and feared by his peers, leading to him being recognised as an Inquisitor Lord. Fifty years later Inquisitor Klovis-Ultan came across the recently conducted survey of Avernus, and saw an opportunity to put his theories about forming a force of men able to better combat the forces of chaos to test. Despite opposition from those who viewed his plans as a foolish waste of resources at best, such as Inquisitor Lord Varquez, Inquisitor Klovis-Ultan was able to arrange for the colonisation of Avernus, an initiative that has changed the galaxy.

Since the formation of the Imperial Trust Inquisitor Klovis-Ultan has been one of the leading figures of the Imperial Trust's Inquisition, which he along with Inquisitor Lord Varquez and Inquisitor Yinn of the Ordo Xenos founded. One of Inquisitor Klovis-Ultan's main goals aims in the formation of the Imperial Trust's Inquisition was to avoid the circumstances which led to the formation of the many renegade Inquisitors that he had encountered over his career, without losing the independence that makes Inquisitors so effective.

Departmento Munitorum
General Samanta Khol 'The Frozen Queen of the North"
Age: 511, rejuved to 25

M: 18+19=37 (+87 martial bonus)- General Khol is one of the best tacticians in the Imperial Trust, able to calmly lead forces of any size to victory against all but the worst of odds.
I: 13+5=18- While General Khol understands the need for deception in warfare she is at best average at it.
A: 15+10=25- General Khol is a highly skilled administrator, able to keep her forces properly organised and supplied even in challenging circumstances.
L: 17+11=28- General Khol is an intelligent woman who has received a very good education, particularly on matters related to war. Over the years she has continued to study, becoming a respected expert in several fields.
P: 14+17=31- General Khol has a strong will to do what must be done, that has been honed in hardship for her entire life.
D: 6+5=11- General Khol is a cold and ruthless women with no patience for social niceties.
C: 13+36=49(+440 combat bonus)- Marshal Khol is a highly skilled swordswomon who while not one of the greats of Avernus, is only a step below them.
(98/7+2.5=16.5)
General (+4M, +1A, +2C -1D, -1I)- Samanta Khol has though dint of hard work, tactical skill and survival risen to become one of the most senior military officers of Avernus.
Avernite Bi-centenarian
(+6C, +2P, +1I, -2D when dealing with non-Avernites) – Having survived two centuries of life on Avernus General Khol have proven herself to be an expert warrior, the bearer of a strong will and very alert to danger.
Grandmaster of the Blade
(+3M, +1I, +2D, +8C, +80 to melee combat rolls)- In her duel with the Bloodthirster Hellmourn Fate-Stealer, General Khol pushed her skills with the blade to the level of a grandmaster in order to triumph.
Artefact: Mulpex (+4C, pen 17, triple damage against deamons)- This smooth blade was wielded by Mulpex against the forces of Chaos, and was bathed in the blood of entire legions of daemons.
Artefact: The Sanctity of Order (+400 to resist Warp effects, +3 Armour, effect doubles vs chaos)- The Sanctity of Order is a mighty bulwark against the forces of Chaos, wielded by many of the greatest heroes of the Saurus over the years.
Pious
(+2P) - General Khol has always been devoted to the Emperor and has thrown herself behind the New Imperial Trusth since it has been revealed.
Gifted Administrator
(+4A) - General Khol is a highly skilled Administrator who is able to ensure that her forces are well supplied even when on campaign.
Beautiful (
+2D, slightly more likely to persuade people of the opposite sex) – Samanta Khol is beautiful in a cold, manner with raven colored hair and snow white skin.
Time were tough then …
(+3C, -1D, -1I) - General Khol was born shortly after settlement and her early life consisted of a level of hardship and death that has yet to be equaled in Avernite History. This has helped shape her into the cold, deadly woman that she is.
Survivor
(+2C, even less likely to die) - General Khol has proven herself able to live when all of those around her fall, a talent common among Avernites of her generation. Those that are still alive anyway.
Ice Queen (+1M, +2I, +10 to morale of military forces under her command, far less likely to suffer from emotion based effects) - Samanta Khol rarely show emotions and always maintains a cold exterior demeanor despite whatever she is feeling. This trait combined with her beauty, skill and the effort she puts into keeping as many of her men alive as possible has earned her the nickname of "Ice Queen". Over her decades of command Marshal Khol has proven that she cares deeply about her men who are willing to follow her into the gate of hell despite the rumors that plagued her early career.
Proven Commander
(+1M, +5 to morale of military forces under her command) –Over the years General Khol has proven to her people that even if she is not the warmest of commanders she is skilled enough to save many of their lives. This has given her a level of grudging support from her forces.
Avernus Officers Academy Graduate
(+3M, +3A, +2L, +2P, +3C)- Marshal Khol is a graduate from the Avernus Officers Academy and therefore has a though education in military matters.
Ruthlessly Pragmatic
(+1M, +1I, -1D, -5 morale to troops under her command)- During the defence of Helm's Deep General Khol led almost every soldier under her command to their deaths, with only a single regiment surviving out of the over two hundred that begun the battle. Despite this the siege was indubitable a success, with the majority of the civil an population surviving and the city remaining mostly intact. The ruthless pragmatism that it took to order her men to certain death so that more of the civilians would be able to live has left is mark on the already cold Marshal, and on her reputation.
(+9M, +5I, +5A, +4L, +6P, +6C, +2 all other stats +20 to morale of military forces under her command, far less likely to suffer from emotion based effects, +10 to forces fighting in icy conditions)- General Khol has commanded the defence of the northernmost cities of Avernus for centuries, time in which she has been on the front lines against some of the most powerful forces seen on Avernus. These feats combined with her ruthless pragmatism, cold demeanour and appearance have given her the title of the 'Frozen Queen of the North'.
Survivor of the Pink Skies (+2P, +1C, +5 to all rolls against daemons)- Having proved herself against the most dangerous foes in the galaxy during the First Daemonic Incursion General Khol has had her faith and combat skills tested.
Scholar
(+1D, +5L)- General Khol has become a respected scholar as a result of spending her free time studying a variety of subjects.
Survivor of the Crimson Skies
(+1P, +2C, +5 to all rolls against daemons)- Having proved herself against the most dangerous foes in the galaxy during the Second Daemonic Incursion General Khol has had her faith and combat skills tested.
Scholar of the Blade
(+2L, +1C, +10 to melee rolls)- General Khol has studied records of countless forms of combat in great detail, preparing her for almost any foe.
Foe of Chaos
(+2P, +10 to all rolls against chaotic foes)- General Khol has fought against the forces of the Great Enemy many times over her career, and has developed a perfectly understandable loathing for them.
Expert Strategist
(+3M, +15 to rolls by troops under her overall command)- General Khol has become an expert strategist over the course of the centuries.
Survivor of the Gilded Skies (+2P, +1C, +5 to all rolls against daemons)- Having proved herself against the most dangerous foes in the galaxy during the Third Daemonic Incursion General Khol has had her faith and combat skills tested.


Samanta Khol was born, in a tent in the settlement that was eventually named Helm's Deep but was then known as Alpha-Three, a mere thirteen days after Avernus was settled making her one of the first children born on Avernus and quite possibly the oldest still surviving, given how many children died in the first five years. During her early years she saw the deaths of pretty much every other child and saw first hand exactly how hard life was before the cities of Avernus were fully set up. It is in these years that her cold mask was formed as a way to shield her from the death that she was surrounded with.

At the age of fifteen Samanta Khol applied for the Avernite Officers Academy and was accepted despite her young age due to her brilliant scholastic records and aceing of the entry tests, both academic and physical. She was the youngest member of the Academy for her entire time there which combined with her stunted social skills and cold mask led to her remaining socially isolated, a common condition for her.

A mere nine months after graduating at the age of eighteen Samanta Khol was immediately thrown into the First Battle of Dis where she proved herself by taking command of her company after the captain and senior Lieutenants were killed. She was promoted to Capitan for her actions making her the youngest Captain in Avernite history, having reached that age while still nineteen. She continued to rise though the ranks with remarkable speed despite her totally lack of social skills due to her tactical and administrative skills as well as her personal bravery and master of the sword. At the age of twenty-four she was promoted to colonel after exemplary action fighting the Necrons at Dorthonion. In the following recruitment drive she was promoted to Brigadier and given command of a full brigade at the age of twenty-nine. She continued to rapidly rise though the ranks until reaching the rank of Lieutenant-General at the age of thirty-seven. Since then she has commanded the PDF of Avernus Spine with great skill despite the rumours that have gathered about her and her poor social skills.

In person General Samanta Khol is every bit the 'Ice Princess' that rumour paints her as, though you can see a bit of emotion behind her mask. She is incredibly confidant and always fights her battles with a level of tactical acumen that is rarely seen outside of the greatest generals, always taking into account al aspects of the terrain and forces under her command. This is only just enough to counter the fact that she has absolutely no social skills and is one of the least inspiring generals that you have met. You think that if she can develop a few more social skills and become a better leader, rather then commander, she has the potential to become one of the best genrals in the Nine Worlds

General Kenneth Drago
Age: 244, rejuved to 25

M: 13 + 16 = 29 (+46 martial bonus)
I: 14 - 1 = 13
A: 13 + 5 = 18
L: 12
P: 12+2=14
D: 11+2=13
C: 15 + 17 = 33 (+440 combat bonus)

General (+4M, +1A, +2C -1D, -1I)
Fought Everyone (+2M, +2L, +2C)
From the ranks (+3M, +4C -1D, -1I, -2L)
Avernus Veteran (+1M, +1C, +2 to fighting the wildlife of Avernus)
Vexing (+2M when harassing)
Avernite Elder (+4C) – Having survived half a century of life on Avernus General Drago has proven himself an expert warrior.
Expert Tactician
(+3M, +15 to units in the same battle as you) – Over the last few decades General Drago has command his forces in battle dozens of times as well as spending a lot of time debating warfare with you and other masters of the art. This experience has helped him develop into one of the best tacticians on Avernus, though he still loses out to you in both tactics and strategy.
Master Rifleman (+2M, +1I, +5C, +50 to ranged combat rolls with rifles)- General Drago has always wielded rifles of some variant into combat and has developed a real mastery of their use. He is one of the most deadly warriors of Avernus when using his master-crafted plasma rifle and can fire from the hip with unerring accuracy.
Administrator (+2A) – In his decades as the commander of the rapidly growing Avernite PDF General Drago has been forced to improve his administrative skills in order to keep up with the workload.
Public Servant (+2D)- In his time as the commander of the Avernite PDF General Drago has been forced to cooperate with the other major powers on Avernus, which has developed his rather basic diplomatic skill, a bit.
Pious (+2P)- His time on Avernus given General Drago a strong belief in the strength of the human spirit and in the Imperial Truth. He confides in you that he always had trouble with many version of the Imperial Creed due to the focus on the Emperor rather then humans, which he often saw push themselves to do the impossible.
Skilled Administrator (+2A) - General Drago has developed into a skilled Administrator during his time as the commander of the Avernite PDF.
Leader of Men
(+1M, +2D, +5 morale for all forces under his command)- Over his near century commanding the Avernite PDF, General Drago has developed a certain type of military charisma. His soldier will confidently follow him into dangerous positions trusting that he knowns what he is doing.

General Kenneth Drago is a Cadian Veteran who first left Cadia as a Private in the 103rd Cadian Shock Troopers one hundred and twenty years ago at the age of eighteen. Over the following years he proved his worth against the many foes of the Imperium and eventually got promoted to Lieutenant after twenty years of service. This promotion was awarded for his taking over his platoon after the lieutenant and senior sergeants died and leading the platoon to hold against a Necron advance for half an hour until reinforcements arrived. After becoming an officer, Kenneth Drago repeatedly proved his worth and became the regimental colonel at the age of 58. After gaining control of the 103rd Shock Troopers, Kenneth Drago led his men to many victories until he gained the promotion to General after a mere twelve years. General Kenneth Drago continued to lead armies in service to the Imperium for the next 50 years, fighting against countless foes of the Imperium until he was given command of the PDF and Guard regiments that were assigned to the colonization of the Hellworld Avernus. The 103rd Shock Troopers have remained with him for his entire career and have gained a reputation as an elite regiment even for Cadians.

General Drago was killed during the First Daemonic Incursion when a Gamma-level Rogue Pyromancer unleashed Warpfire in his command bunker in Garden Grove, killing tens of thousands.
General Hye Richards
Age: 412, rejuved to 20

M: 18+22=40(+100) Martial bonus- General Richards is one of the best tacticians in the Imperial Trust, able to reliably win battles with most foes.
I: 13+4=17- General Richards is mediocre at covert operations, though she is working on her skills with them.
A: 12+13=25- General Richards is skilled administrator who can usually ensure that her fores are fully supplied.
L: 16+7=23- General Richards is highly knowledgeable about war and can recognise and counter most of the forces used by enemies of the Imperium,
P: 11+7=18- General Richards is a believer in the revelations of Saint Lin, though not a devote one.
D: 16+1=17- General Richards is a competent diplomat and can work well with others.
C: 18+21=39 (+470 Combat bonus)- Despite her preference for avoiding the front lines when forced to fight General Richards can wipe out entire units of elites with carefully placed shots from her Neutron Rifle.
(74/7+2=13)
General (+4M, +1A, +2C -1D, -1I)- Hye Richards has though dint of hard work, tactical skill and survival risen to become the most senior military officer of Avernus.
Avernite Bi-centenarian
(+6C, +2P, +1I, -2D when dealing with non-Avernites) – Having survived two centuries of life on Avernus General Richards have proven herself to be an expert warrior, the bearer of a strong will and very alert to danger.
Avernus Officers Academy Professor
(+6M, +4A, +3L, +2P, +3C, +5 to morale of force under her command, her subordinates are more likely to gain stats and triats)- General Richards spent several decades as a professor of tactics in the Avernus Officers Academy. This is a good indication of her tactical skills which are among the best on Avernus and has given her a lot of respect from the officer under her command, many of them Avernus Officers Academy Graduates.
Master Marksman (+1M, +2I, +5C, +50 to ranged combat rolls)- During her time on Avernus General Richards has develop her skills with ranged weapons until she is one of the best shots on Avernus, a rather elite group.
Leads from the back
(+3M, -1C, -5 to morale of force under her command, less likely to die in battle) - General Richards prefers to command her forces from a location well behind the front lines. This allows her to command without the level of distractions that those who lead from a more forward position suffer from but has given her an undeserved reputation of cowardice.
Grandmaster Tactician
(+8M, +5A) – General Richards is one of the best tacticians in the Imperial Trust, able to come up with detailed flexible plans that can spell the difference between victory and defeat for the forces under her command.
Avernus Cursed (
+3C, far less likely to die, more likely to suffer wildlife attacks) - General Richards has survived dozens of situations and wounds that would have killed an ordinary woman, with Avernus almost seeming to bear a grudge against her.
Survivor of the Pink Skies (+2P, +1C, +5 to all rolls against daemons)- Having proved herself against the most dangerous foes in the galaxy during the First Daemonic Incursion General Richards has had her faith and combat skills tested.
Administrator
(+2A) - General Richards has developed a real skill for efficiently administrating her forces.
Mentor of Heroes
(+2L, +2D, greatly increased quality of subordinates, +10 to morale of the forces under her command, increased chance of subordinates gaining new traits)- In her time as the leader of first the Avernite Helltroopers and then the armies of Avernus General Richards has developed a reputation for finding and developing talent in her subordinates, with over a dozen of Avernus' greatest warriors and generals having been her proteges.
Military Academic
(+1A, +2L)- General Richards is a respected member of Avernus' military academic circles, and has a in depth understanding of the theoretical aspects of command as well as the practical.
Survivor of the Crimson Skies
(+1P, +2C, +5 to all rolls against daemons)- Having proved herself against the most dangerous foes in the galaxy during the Second Daemonic Incursion General Richards has had her faith and combat skills tested.
Rounded Officer
(+2I)- General Richards believes that all generals should be skilled at commanding all types of operations. As such she has worked to cover up her weakness in commanding covert operations.

Hye Richards was a Lieutenant in the Leithan Drop Troopers of little real experience and a great deal of potential in the initial colonisation of Avernus. One decade later she was a respected major with a reputation for tactical skill which led to her being chosen as one of the initial instructors for the Avernus Officers Academy. Over the next several decades she alternated between working in the Avernus Officers Academy and regular duty. This continued for four decades until she was promoted to Major-General and had to take on a full time position as a regular soldier. Despite this she has continued to act as a regular guest lecturer for Advanced Tactics and is considered to be one of the best lectures that has worked in the Avernus Officers Academy.

Unlike many Avernite Officers General Richards prefers to command from a location well away from combat so she can properly focus on her command role, which her earned her a reputation for cowardice among some. This reputation is completely spurious and she is one of the most skilled and courageous warriors of Avernus and has earned her position among the elite of the Avernite military.

Sixty-five years after the founding of Avernus then Lieutenant-General Hye Richards was given command of the Avernite Helltroopers and with it the position of second in command of the Avernite military. This makes her the third person to hold this position in the last four years. Over a hundred years later she was promoted to General of Avernus after General Schwarz took the position of General of the Imperial Trust Guard.

General Richards was slain slain by a rampaging Fire Dragon while inspecting the defences at Balatonix. She had served in her position for almost two hundred years, half the history of Avernus and was a much respected leader in her time.

Currently under General Richards are nine Marshals, one commanding the Avernite Helltroopers and one commanding each of the regional PDF forces. More information about these notables can be found Here
Adeptus Administratum

Prefetus Secondus Henry Volkiss
Age: 129, rejuved to 30

M: 14 + 11= 25 (+30 martial bonus)
I: 11 + 6 = 17
A: 16 + 11 = 27
L: 13 + 4 = 17
P: 9 + 5 = 14
D: 13+6=19
C: 15 + 13 = 28 (+300 combat bonus)

Administratum Adept (-1M, +5A, -1C)
Devoted Student (+3M, +2A, +1I, +1P, +1C, will always follow Frederick Rotbart)
Believer in Education (+3L)
Military Genius (+6M, +1C)
Avernite Elder (+4C) – Having survived half a century of life on Avernus Henry has proven himself an expert warrior.
Benevolent Bureaucrat
(+1D, -10% to education and medical costs) – Henry has a reputation for always using his position to make things better for the citizens of Avernus.
Survivor
(+2C, more likely to survive any given situation) – Henry has shown a real talent for surviving in situations where he is far out of his depth.
Been Wounded
(+1M, +1C) – Henry bears his scars with pride and has taken his training far more seriously since he was wounded.
For her sake
(+2M, +1A, +3D, +1I, +1L, +4P, +4C, +10 to ranged combat rolls)- Henry has felt the terrible sense of loss that comes with someone you love dying in front of him and come out a sadder but wiser man. He has decided that if his wife gave her life to save his he would do his best to prove worthy of her sacrifice. He has also vowed that never again will those he loves after spend their lives saving him and thrown himself into his combat training with a passion, especially in his efforts to learn to use his beloved wife's heavily modified las-rifle.
Expert Avernite Administrator
(+3A, +1C)- Since his wife's death Henry has greatly improved both his administrative skills and his combat skills,developing into the stereotypical Avernite Administrator.
Skilled Politician
(+3I, +2D)- Henry has been force to improve his political skills over his time as the leader of the Avernite Administratum. He is now a skilled politician who can easily handle almost any political task.

Henry has been your protégé ever since he was first assigned as your scribe when he was seventeen years old. Since then he has learned much from you and has become like a son to you. A conviction that he developed himself rather than picking it up from you is his belief in the importance of education and that the Imperium should be educating its citizens to a far higher level. Henry has always maneuvered to serve under you even as he climbed the ranks from being a lowly scribe to being the mid-rank Administratum Adept he now is.

Henry was killed during the First Daemonic Incursion when a group of Seekers managed to bypass the defences of the half built Psyker City he was inspecting. He will be sorely missed.
Captain Adrienne Volkiss
Age: 87, rejuved to 30 (deceased)

M: 14 + 6 = 20 (+15 martial bonus)
I: 19 + 2 = 21
A: 13 + 1 = 14
L: 12
P: 12
D: 11
C: 17 + 13 = 30

Captain (+3M, +2C, -1D, -1I)
Staff Officer (+1I, +1A, +1D)
Avernite Survivor (+2C)
Master Sniper (+1M, +2I, +5C, +50 to ranged combat rolls)
Veteran Soldier (+2M, +4C)

Captain Adrienne "Hawkeye" Volkiss née Maloof is a Cadian-born officer of General Drago's staff. She has been under the command of General Drago since she first enlisted fifty years ago and was assigned to the 103rd Shock Troopers, his personal regiment. Right from the start, Adrienne Maloof proved to be both a crack shot and a stealth expert. She had already earned a reputation as one of the best snipers in the 103rd when she first came to Avernus. Since then, her skill has only improved. In person, she is usually coolly professional until she gets to know you and possesses a dry sense of humor. She is rather short with a slight build and delicate features that belie the strength she has developed using her heavily-modified Long-Las for most of her life.
Caroline Vergil
Age: 153 rejuve to 30

M: 13 = 13 (+3 martial bonus)
I: 13 + 10 = 23
A: 16 + 14 = 30
L: 13+5=18
P: 15+5 = 20
D: 10+7=17
C: 13 + 13= 26 (+250 combat bonus)
(51/7=7)
Tempered Ambition (+2I)
Grandmaster Bureaucrat (+12A, +4D, -1M, -1C)- Caroline has flourished since taken over as chief administrator of Avernus after Henry's death, improving her bureaucratic and administrative skills to a level well past your own.
Advanced Combat Training
(+1M, +3C)- Caroline has been shown exactly how important combat skills are on Avernus several times since landing and as a result has enrolled herself into several advanced combat training courses. As a result of these courses she is at around the level of combat skill expected of a PDF Officer, which while not exceptional is still rather good.
Avernite Centenarian
(+5C, +1P, -1D when dealing with non-Avernites) – Having survived a century of life on Avernus Caroline has proven herself to be both expert warrior and bearer of a strong will.
Renewed Faith
(+2P): Caroline's faith has only been strengthened by the test of faith caused by the Emperor's death.
Master of Political Theory (+1I, +2A, +5L, +3D)- Caroline has developed a reputation among the Avernite academia as one of the foremost masters of political theory on Avernus. While this is primarily an academic skill it also helps her with her day to day duties as your assistant.
Machiavellian Politician (+6I)- In her time as your aide Caroline has developed a real talent for the nastier side of politics. She is highly skilled at manipulating others actions to serve her own ends and is undoubtedly one of the best politicians on Avernus.
Survivor of the Pink Skies (+2P, +1C, +5 to all rolls against daemons)- Having proved herself against the most dangerous foes in the galaxy during the First Daemonic Incursion Caroline has had her faith and combat skills tested.
Not to be Overlooked (+1I, +3C)- During the First Daemonic Incursion Caroline was overlooked by several groups of cultists as not a threat. She proved herself a rue Avernite and easily dispatched these groups, taking full advantage of her reputation of having low combat skills.


Ordinate Caroline Vergil is an ambitious young bureaucrat who Henry has recommended to you. While her open ambition is off-putting, she is a highly skilled administrator and skilled in intrigue. Combined with her above-average piety, learning and martial skill, if it weren't for her ambition she would be a perfect personal assistant.
Fortunately you have managed to temper Caroline's ambition by showing her the amounts of work and the high levels of pressure that come with high rank on Avernus. She is still ambitious, but she can restrain herself enough that her ambition now serves her, not the other way around.

After a century long career, first as your aid and then as Chief Administrator of Avernus Caroline was killed in a Gnaw Worm Attack, reducing the members of the old guard even further.
Prefetus Secondus Edvin Dieuwer
Age: 280 rejuve to 30

M: 9+1=10- Chief Administrator Dieuwer is by no means a officer and should never be put in charge of soldiers, a fact that he knows perfectly well.
I: 18+3=21- His time in the Administratum has only honed Chief Administrator Dieuwer natural talents for intrigue and office politics.
A: 11+13=24- As you would expect given his position Chief Administrator Dieuwer is an expert administrator, more then able to run the bureaucracies of the Avernite Administratum which control so much about the planet.
L: 10+3=13- While highly educated in the field of architecture Chief Administrator Dieuwer has little education, formal or not outside of the field.
P: 8+6=14- While Chief Administrator Dieuwer is a believer in the God-Emperor of Mankind his faith has faltered over the years and would probably fail if tested.
D: 9+2=11- Chief Administrator Dieuwer is grouchy, abrupt and rude, and as such should never be given any diplomatic role whatsoever.
C: 18+15=33(+350)- While no master of battle Chief Administrator Dieuwer is still more then able to hold his own on Avernus, being more then a match for most Helguard Officers in a fight.
(40/7+.5=6.5)
Avernite Bi-centenarian (+6C, +2P, +1I, -2D when dealing with non-Avernites) – Having survived two centuries of life on Avernus Edvin have proven himself to be an expert warrior, the bearer of a strong will and very alert to danger.
Survivor of the Pink Skies (+2P, +1C, +5 to all rolls against daemons)- Having proved herself against the most dangerous foes in the galaxy during the First Daemonic Incursion Edvin Dieuwer has had his faith and combat skills tested.
Administratum Adept (-1M, +5A, -1C)- Edvin Dieuwer is a fully trained Administratum Adept who is intimately familiar with the rules of bureaucracy and is capable of managing it with the finesse that only someone who has developed a natural talent for the art can display.
Master Architect
(+3L, +4A, +2D, -25% building price)- Edvin Dieuwer is the mind behind Avernus' Department of Construction, which is famous for quickly completing buildings of all types while remaining under budget.
Expert Avernite Administrator
(+3A, +1C)- Edvin Dieuwer a stereotypical Avernite Administrator, incredibly skilled at every aspect of administration as well as a deadly combatant.
Old Guard
(+2I, +1A, +2P, +3C, less likely to die of anything) - Edvin Dieuwer is the last of the senor Administratum Adepts who oversaw the original colonisation of Avernus. As such has has a proven ability to live where others have died and to not only survive but prosper on Avernus.
Skilled Commander
(+2M, +1C)- Over his years on Avernus Edvin Dieuwer has often found his construction teams attacked by the Avernite wildlife and has grown skilled at leading the security teams defensive efforts.
Combat Veteran
(+4C)- Edvin Dieuwer has fought in more life or death struggles then almost all Imperial Guard Veterans, experience that has helped hone his already good combat skills.

Edvin Dieuwer was born on Terivarn, the planet which the original colonists of Elysium called home. He was from an old Administratum family and as such was enlisted into the Administratum at a young age. He proved to have a natural talent designing and constructing buildings of all types, which resulted in him being selected as the head of the Avernus Department of Construction when it was organised in the lead u to colonisation.

He has kept this position since founding and is responsible for the highly skilled, efficient construction work that Avernus is famous for, with entire Hives being built in less then a decade. As the only one of the original Adeptus Administratum Department Heads to still be among the living Edvin Dieuwer is a legend in the local Administratum, and is probably the most respected member of the organisation still living.

In person he is grouchy, abrupt and a perfectionist, always demanding more of his subordinates then they think they can provide. However this has proven to be a decent leadership technique for him as it has resulted in people repeatably achieving feats that they did not tink themselves capable of. In fact given how rarely someone has failed to meet one of the deadlines that he puts down it is believed that he is actually a very good judge of character.

Edvin was slain in a Kraken attack on Storms End two hundred and thirty years after the colonisation of Avernus. He will be missed.
Prefetus Secondus Signe Seidel
Age: 360 rejuve to 30

M: 11-1=10- Prefetus Seidel has little military training outside of the Avernite basics and no military command experience.
I: 16+8=24- Prefetus Seidel is highly alert to danger and good enough at bureaucratic infighting to to be caught off guard.
A: 22+18=40- Prefetus Seidel is probably the best administrator in the Imperial Trust, able to effortless handle one of the most demanding positions on Avernus without error.
L: 11- Prefetus Seidel has the required Avernite education, and no more.
P: 18+10=28- Prefetus Seidel has a strong belief in doing what is right, and enough force of will that it is hard to change her path.
D: 14+2=16- Prefetus Seidel is reasonably personable, though by no means charismatic.
C: 14+19=33- Prefetus Seidel is a skilled enough combatant to survive over two centuries on Avernus without any major injuries. This makes her more dangerous then legandary warriors on some worlds.
(51/7+2=9)
Avernite Bi-centenarian (+6C, +2P, +1I, -2D when dealing with non-Avernites) – Having survived two centuries of life on Avernus Signe Seidel have proven herself to be an expert warrior, the bearer of a strong will and very alert to danger.
Survivor of the Pink Skies (+2P, +1C, +5 to all rolls against daemons)- Having proved herself against the most dangerous foes in the galaxy during the First Daemonic Incursion Signe Seidel has has had her faith and combat skills tested.
Administratum Adept (-1M, +5A, -1C)- Signe Seidel is a fully trained Administratum Adept who is intimately familiar with the rules of bureaucracy and is capable of managing it with the finesse that only someone who has developed a natural talent for the art can display.
Grandmaster Avernite Administrator
(+8A, +5C, less likely to die)- Signe Seidel is the very image of a Avernite Administator, able to flawlessly manage entire departments worth of work while fending off anything the world can throw at her.
Uncanny Survival Instincts
(+3I, +6C, far less likely to die)- Signe Seidel has always had an instinctive ability to spot danger in all of its forms, an ability that has been determined to be a subconscious manifestation of psychic talent to weak to require training. Over the years these instincts have only got stronger, to the point where she can feel danger coming before some trained diviners.
Honest Bureaucrat (+2A, +4P)- Signe Seidel has always been an utterly honest bureaucrat, something to be proud of even on Avernus.
Veteran Politician
(+4I, +2D) - Signe has been forced to improve her political skills significantly over her time as the leader of the Avernite Administratum.
Hard-Working
(+2A)- Signe has always been willing to put in as many hours as are needed to fulfil her duties, as long as it does not effect her health anyway. This allows her to keep on top of her workload far better then someone who worked a more normal number of hours.
Survivor of the Crimson Skies
(+1P, +2C, +5 to all rolls against daemons)- Having proved herself against the most dangerous foes in the galaxy during the Second Daemonic Incursion Signe has had her faith and combat skills tested.
Hard Work is Good for the Soul
(+1A, +1P)- Signe believes that hard work is good for the soul, and unlike many who profess to hold these beliefs lives by them.

Signe Seidel was born to a pair of Administratum clerks six years after the founding of Avernus. She was raised from birth with the expectation that she would flow her parents footsteps into the Administratum, an expectation she was more then happy to fulfill.

After joining the Administratum as soon as she was old enough Signe Seidel proved to be a talented worker and steadily climbed though the ranks. Interestingly enough unlike many of that era she always avoided anything that resembled jockeying for position and gained promotions purely on merit. This led to a slow and steady rise in rank and a reputation for honesty. As such it was no surprise when she was transferred to the Treasury Department at the age of fifty. After joining the Treasury Department her steady rise though the ranks continued until at the age of one hundred and twenty she rose to the top.

Since then Signe Seidel has maintained a reputation for honesty and efficiency, managing one of the largest and most effect departments of the Avernite administration for almost a century and though several disasters of varying severity.

Signe was killed by a Blink Spider at the age of three hundred and sixty, having served as Chief Administrator of Avernus for a hundred and thirty-five years.
Chief Administrator Isaac Gros
Age: 475 rejuve to 30

M: 17+7=24(+24 martial bonus)- Isaac Gros is an Avernite General, even if it is only of the militia. He is able to command forces of anything up to corps strength with skill and confidence.
I: 11+2=13- Isaac Gros understands the very basics of military scouting and administrative intigue, though only the basics.
A: 14+16=30- Isaac Gros is an incredibly skilled and experienced administrator who has few equals on Avernus, and in the Imperial Trust as a whole.
L: 17+4=22- Isaac Gros's time in the Department of Health has led to him improving on his already good Avernite education with a specialists understanding of medical needs.
P: 15+11=26- Isaac Gros is a devote follower of the New Imperial Truth and follows all of its precepts, bar a few that he considers not to apply to his situation. This actually shows that he has a better understanding of its teaching then someone who follows every precept to the letter.
D: 13- Isaac Gros is a rather bland and unassuming man, though he is at least good at not getting on peoples nerves.
C: 16+21=37 -Isaac Gros is a skilled enough fighter that he would not be out of place as a officer of the Avernite Helguard.
(62/7+1=10)
Avernite Bi-centenarian (+6C, +2P, +1I, -2D when dealing with non-Avernites) – Having survived two centuries of life on Avernus Isaac Gros have proven himself to be an expert warrior, the bearer of a strong will and very alert to danger.
Survivor of the Pink Skies (+2P, +1C, +5 to all rolls against daemons)- Having proved herself against the most dangerous foes in the galaxy during the First Daemonic Incursion Isaac Groshas had his faith and combat skills tested.
Administratum Adept (-1M, +5A, -1C)- Isaac Gros is a fully trained Administratum Adept who is intimately familiar with the rules of bureaucracy and is capable of managing it with the finesse that only someone who has developed a natural talent for the art can display.

Heltrooper Veteran (+2M, +4C) - Isaac Gros spent several decades as a member of the Avernite PDF and was a Helltrooper Sergeant when he retired. This has given him a though grounding in military matters and developed his combat skills to a level well above the norm, even for Avernites.
Militia General (+4M, +4A, +4C)- After retiring from the Helltroopers Isaac Gros joined the militia where he rose to the rank of Major-General due to his combination of military experience and Administration skills. This is as high a rank in the militia is is possible to achieve, with Major-General Gros commanding an entire districts militia.
True Avernite (+2M, +1I, +1A, +1L, +2P, +3C, +2 D when dealing with Avernites)- Isaac Gros is considered to be the epitome of Avernite for many, and has the wide range of skills and determination that this implies.
Master Avernite Administrator
(+5A, +2C)- Isaac Gros a stereotypical Avernite Administrator, incredibly skilled at every aspect of administration as well as a deadly combatant.
Faithful
(+4P)- Isaac Gros is a committed follower of the New Imperil Truth and Saint Lin.
Master Medical Administrator (+1A, +3L, +1% population growth, -15% medical projects price)- Isaac Gros has spent over a century as the head of the Department of Health on Avernus, time in which has has dealt with dozens of plagues. This has given him a very good understanding of the needs and capabilities of both modern medicine and the plagues that are constantly brewing on Avernus.
Survivor of the Crimson Skies
(+1P, +2C, +5 to all rolls against daemons)- Having proved himself against the most dangerous foes in the galaxy during the Second Daemonic Incursion Isaac Gros has had his faith and combat skills tested.

Isaac Gros is one of the oldest surviving Avernite-born, being born a mere decade after the initial colonization. This means that he grew up after the most dangerous years in the period in which Avernus grew the most and formed its character. In many ways he is the stereotypical Avernite, cheerful, friendly, well organized and above all, deadly.

Isaac Gros joined the PDF at the age of twenty-one, the youngest possible age and prove to be a steady and dependable soldier, though not exceptional. He climbed slowly though the rank reaching the rank of sergeant at the age of thirty three after preforming well in the First Battle of Manavik. As a sergeant he quickly displayed a talent for organisational matters and was soon given the position of Quartermaster Sergeant, a position that he thrived in. In fact when Isaac Gros retired from the Helltroopers at the age of fifty he immediately joined the Administratum where he could delve deeper into such matters.

Over the next four decades Isaac Gros split his life between his career in the Administratum, where he was a rising star and the militia regiment that he quickly rose to command. Due to a combination of his command experience, personal combat skills and administrative talent Isaac Gros was selected as a possible replacement for Caroline as personal assitant to Governor Rotbart upon her promotion.

Five decades after being passed over as Governor Rotbart's aide Isaac Gros had been promoted to Prefetus Tertius and was the head of the Department of Health, one of the biggest departments of the Avernite Administratum.

Issac was killed by a Utter Bastard Dragon attack .

Adeptus Arbites

Arbitrator Jane Oakheart, "The Inevitable"
Age: 542, rejuved to 25

M: 14 + 19 =33 (+550 martial bonus)- Jane is a gifted commander of small units, and can command larger forces with a level of skill usually associated with generals if necessary.
I: 15 +32= 47- Jane is a more then merely a master of intrigue in all of its forms, whether it is overseeing or detecting system wide spynets or sneaking past sentries.
A: 16+4=20- Jane is a competent administrator, able to handle her administrative responsibilities without causing any problems.
L: 12 +4 = 16- Jane has a very good education within her interests but does not have the broad education that you or many other Avernites have gained.
P: 13 +30= 43- Jane's faith is rock hard and certain, and her will is even stronger.
D: 7 + 5 = 12- Jane prefers to talk with her blades or though intermediaries rather then engage in diplomatic talk that she has neither the skills or the patience for.
C: 18 + 45= 63(+1,490 combat bonus)- Jane is a force of nature on the battlefield, able to cut her way though even elite units and champions without slowing down and with an uncanny ability to dodge and deflect incoming attacks.
(136/7+7=26)
Swordsmanship Paragon Trait: The Inevitable (can dodge anything totally, kills anything that isn't a paragon or colossus on crit, x50 damage on crit,, double damage)- Jane Oakheart is the creator and paragon of the Oakheart style of swordsmanship, which emphases quick kills and dodging incoming attacks. She has developed these skills to the point where she can kill almost anything with a single blow when given a good enough opportunity and can dodge attacks that should be impossible to dodge.
Combat Paragon Trait: Terror of the Damned (can cut Warp effects with blade, permanently wounds and kills demons, inflicts terror to Chaos)- After a lifetime of hunting down and killing psykers and daemons Jane Oakheart has somehow developed the ability to cut the Warp itself with her blade. This allows her to do anything from cutting down psychic powers to permanently wounding and even killing daemons.

Paragon Psyker Hunter Trait: Alpha Strike (gets free attack before each combat, double crit chance for said free attack) – Jane Oakheart has slain countless Psykers of incredible power by killing them with a single well placed blow before they could react.
Artefact: Buckler of Nohon-Qre (+400 to resist Warp effects, +1 Armour, +20% chance of doging)- Nohon-Qre was a Saurus Eldar famed for his ability to avoid being hit, whether by spell or attack. His buckler bestows a level of that skill on its wielder.
Artifact:
Blade of the Tempest (Pen 16, +3C, +100 to rolls to resist or cut Warp effects, +1 to true kill level, double damage vs psykers and deamons, increase crit range to 96-100)- In its centuries wielded by Jane Oakheart the Blade of the Tempest has tasted the blood of countless psykers and deamons, ranging from the most minor to Alpha-Psykers and Honored Greater Daemons. This has forged it into a blade out of legend, the bane of those who wield the Warp.

Arbitrator (+4I, +3M, +3C, +1D, -2A, -1L)
Paragon of the Blade (+5M, +2D, +2I, +12C, +120 to melee combat rolls) -Arbitrator Jane Oakheart has honed her talents with the blade against everything that the rogue psykers of Avernus can throw at her, and the daemons that they often summon as well as some of the most deadly wildlife that Avernus can produce. Combined with her drive to improve herself and her great will she has managed to push her skills beyond superhuman into the real of the impossible.
Mentor (+3L, +3D, +2C, +20 to melee related rolls +20 to rolls to teach which is doubled for blade related skills, students more likely to get useful traits)- Jane is an incredible mentor, able to bring out the best of her students, allowing a surprising number of them to reach mastery themselves.

Inquisitorial Veteran (+2I, +1M, +2P, +2C)
Spymaster (+5 percent chance of spy related intrigue actions succeeding)
...but you cannot hide (+3I, +1P, +5% to chance of finding cultists and inner circle cultists) – Arbitrator Oakheart has managed to personally locate and destroy even the most well hidden cults on Avernus. No matter how a cult conceals itself, she will be able to find it.
( +3A, +9I, +1M, +3P, +2C, +5 percent chance of spy or psyker hunting related actions succeeding, +5% to chance of finding cultists and inner circle cultists) – Jane Oakheart has spent centuries as the hider leader of Avernus' internal security apparatus, time in which she has built it from the ground up into one of the most impressive human organisations of its type in the known galaxy.
Avernite Bi-centenarian
(+6C, +2P, +1I, -2D when dealing with non-Avernites) – Having survived two centuries of life on Avernus jane have proven herself to be an expert warrior, the bearer of a strong will and very alert to danger.
Avernite Administrator- (+2A, +1C)- Over the last decade or so Jane's job has been mostly focused on more administrative tasks, giving her a great deal of experience in paperwork and organisational issues. This quite period has allowed her to put in a lot of dedicated combat practice and allowed her to further increase her swordsmanship, now having reached superhuman levels of skill. Jane is starting to fit the Avernite stereotype of "Admin Clark" to a high degree.
Paragon
Psyker Hunter (+5M, +6I, +9P, +7C, +180 to rolls against Psykers)- Over her centuries as the leader of the Avernite Security Forces Arbitrator Jane Oakheart has hunted down and slain countless Psykers, including dozens of Alpha and Beta-levels. This experience has developed her skills at tracking and fighting against psykers to an impossible level.
Master of the Shadows (+5I, +1C, +50 to stealth)- Jane Oakheart has an understanding of shadows, both literal and metaphorical, that few can match. This manifests in combat as masterful faints, in stealth as blending in with even the smallest shadow in her recon armour and in command with knowing just how to infiltrate an area despite alert guards.
Champion of The Fens (+1M, +1I, +1D, +4P, +2C, +10 to all rolls against daemons and psykers)- During the First Daemonic Incursion all cities came under heavy attack and all cities suffered major losses. All cities but one that is,thanks to the leadership of Lieutenant-General Paulson and the heroism of Arbitrator Jane Oakheart the attackers of The Fen's failed to get past its walls, instead meeting their end on Arbitrator Oakheart's deadly blade and at the guns of the defenders.
Scarred
(-2D) – As a result of nearly dying to a Chaos Psykers Warpfire Arbitrator Jane Oakheart now has a set of burn scars covering the left side of her face, neck and shoulder.
Avernus Officers Academy Valedictorian (+4M, +1A, +2L, +1C)- Jane has taken the time to attend the Avernus Officers Academy, where she did not break any records outside of combat classes, which she was excused from by virtue of having taught the instructor, but was still the top of her class.
Hero Killer
(+1C, +5 to rolls in duels, +20 to reaching enemy heroes)- Jane is an expert at hunting down and killing enemy heroes, as she demonstrated to the Abomination Crusade.
Survivor of the Crimson Skies
(+1P, +2C, +5 to all rolls against daemons)- Having proved herself against the most dangerous foes in the galaxy during the Second Daemonic Incursion Jane has had her faith and combat skills tested.
Chrono-Displacer
(+20% chance of dodging all hits, 20% chance of negating all hits, +100 to all combat rolls)- Jane has been provided with Chrono-Displacer made by First Artisan Granalf of Svartalfheim. This device allows her to move forward or backward on their personal timeline, allowing her to dodge or rewind from wounds and attack from unexpected directions. Given just how well this added maneuverability goes with her style this is a deadly addition to her arsenal.
Tested Will
(+6 Piety, +30 against mental effects)- Jane Oakheart has had her will tested by countless daemons and psykers over the centuries, and so far none have found her wanting.
Witchbane
(+1I, +3P, +50 to rolls vs psykers)- Over her life Jane has killed countless Psykers, many of them incredibly powerful. From what you can tell Jane has actually killed more Alpha-level Psykers then any other normal human, even taking a broad view of normal.
Broodlord Slayer (+2C, +3I, +2P, +100 to all rolls vs psykers)- Alpha Broodlords of Hive Fleet Grábakr are a terrifying combination of a combat monster able to slay heroes of the Astartes enhanced by the massive psychic might of an Alpha Psyker. In a single fortnight Jane hunted down and killed four of them, along with countless other Tyranids of worrying power.

Arbitrator Jane Oakheart was a successful Adeptus Arbites Arbitrator with an unusual talent for the sword when Inquisitor Vahn encountered her while on the hunt for a Chaos Cult. During their work together, she impressed Inquisitor Vahn enough to be conscripted by him and they then continued working together for the next two decades. In this time Arbitrator Oakheart has fought many different types of heretics and Witches as well as several daemons and has become a true master of the blade, even capable of killing a Chaos Champion in a challenge. She holds a fierce hatred of chaos in all of its forms and an even stronger sense of duty and responsibility.
She had a brief crisis of faith after the death of the Emperor, but overcame it with the help of counsel from Saint Lin, Governor Rotbart and Headmaster Ridcully.
Age: 332, rejuved to 25

M: 16+10(13)=26(29)- While not trained in anything much beyond small unit tactics Jacob has is incredible for those, and is a very good commander for anything up to a battalion.
I: 20+21=41- Jacob has inherited his mothers talents for stealth, and has proven to be a alright spy master as well according to Jane. Thanks to his years in the caverns hunting and being hunted by some of the most deadly beings n Avernus he has developed his skills in stealth to a incredibly level.
A: 13+6=19- Jacob is a skilled administrator who is able to easily handle the organisational needs for his squad without taking any time away from his other activities.
L: 18+11=29- Jacob is highly intelligent and incredibly well educated, though he often downplays this unless necessary. His understanding of the Avernite wildlife and what it is capable of is near unmatched however.
P: 17+34=51- Jacob has an incredibly will, able to keep him moving and sane when pushed far past his mental and physical limits by decades in the caverns.
D: 17+9=26- Jacob is a charismatic man who is able to interact with people from all walks of life with equal ease. This is demonstrated by the number of close friends that he has developed over his short life, especially the Nynye Queen Lulana, who is both his closest and his strangest friend.
C: 21+40=61 Jacob was always his mothers son when it comes to combat, being considered among Avernus' best blades despite his youth. This talent was fully developed by his time in the caverns, where he spent decades fighting for his life against the most horrific beings on Avernus.
(102/7+6.5=20.5)
Distillation of Humanity (+3M, +2I, +3A, +2L, +3P, +2C, triple melee damage, triple health, can resist all types of Warp powers, +100 to resisting Warp Powers, +200 to resisting mental effects, can channel Warp power into attacks)- Jacob Oakheart has had his mind and body augmented greatly by an Alkahestral masterpiece in order to prevent the power of his overcharged soul from overpowering his body. This has made him superhuman in both mind and body, able to match if not exceed an Astartes in speed and strength while having a flawless memory and being able to think with lightning speed. This process feeds the power of his soul though his body, making him all but immune to many forms of psychic attack and allowing his blows to piece defences that no purely natural attack would scratch. Well unless it was his mother doing the attacking anyway, but you re not sure whether a blow by Jane Oakheart can be called a 'natural attack'.
Genius of the Blade (+5C, +50 to melee rolls, more likely to gain swordsmanship traits)- Jacob Oakheart has a natural talent for the blade that no amount of training or experience can mimic, a talent that allowed him to kill an Ammut Crocodile with a dagger at the age of five.
Heir of Oakheart (+1M, +4I, +2P, +4C, far less likely to die)- Jacob Oakheart was raised by Arbitrator Jane Oakheart, the greatest swordsman on Avernus and the Founder of the Oakheart School of Swordsmanship. As such he was subjected to a level of training that would have broken a lesser man for a major portion of his life.
Paragon Combat Trait: To the Bitter End
(ignores terrain modifiers short of extreme, ignores all penalties of any type, multiplies damage by reciprocal of health percentage up to times 10, on final death gains one final attack with damage multiplier upgraded to times 100, doubles hitpints)- Jacob Oakheart quite simply refuses to die and has proven to be able to fight in even the most disastrous of situations without issue. In fact as he gets injured his blows only get more dangerous, and you suspect that few would be able to survive killing him.
Paragon Piety: Unbreakable Will (
Immune to all mental effects below Apex Power, +1,000 to rolls to resist mental effects)- Jacob Oakhearts will is almost entirely unbreakable, and only the most powerful forces in the galaxy have even the smallest chance of bending it.
Artefact: Gravity's Bite
(*3 damage, Pen 35, +2 Combat, -10 combat bonus for each Combat point below 40, +10 combat bonus for each combat point above 40)-Gravity's Bite is a Grav-Shear Sword forged by First Artisan Granalf of Svartalfheim out of the Truesteel that Jacob Oakheart gained by tearing out the tooth of a dragon in the Deep Caverns. This blade cuts gravity itself as it moves, allowing for a true master of the blade to pull off impossible feats with it in hand.
Artefact: Quetzl's Ramparts (+200 to resist Warp effects, +4 Armour, triple HP)- This legendary shield has been used by countless heroes of the Saurus over the years, though the name of its first wielder has been lost to time. The protection that it provides to its wielders has few equals.

Veteran Psyker Hunter
(+1M, +3I, +2L, +3P, +4C, +10 to all rolls against psykers)- Jacob Oakheart is a Veteran Psyker Hunter, trained to hunt down and kill all but the most powerful of the rogue Psykers of Avernus.
Radiant Will-
(+10P, +1 to all stats, +5 to all rolls, +200 to all rolls against mental effects, +100 to all rolls against psychic powers, chance of ignoring fatal wounds for period, far less likely to die, age 20% faster)- Jacob Oakheart has always had a level of willpower rarely seen outside of the greatest of psykers, which has allowed him to move though even the most grievous of wounds and continue on to victory as well as proving near impossible to control. His time in the caverns and meeting with the Radiance tested this will and his soul to it limits, and allowed it to flare to impossible levels.
Grandmaster of the Oakheart Style
- (+3I, +3P, +8C, +80 to all melee rolls)- Jacob Oakheart is the second Grandmaster of the Oakheart Style, possibly the most deadly martial art in the Imperial Trust. Martial Art designed for humans anyway. This makes him one of the most skilled warriors in the Imperial Trust, with only his mother and possibly Surt being his better.
An Interesting Education
(+4L, +4C, +2 to all other stats)- Jacob Oakheart has had an interesting education, ranging from the normal for a member of the Avernite upper class to the strange, excessive and often crazy teachings of his mother and her colleagues. This has given him a wide range of skills and knowledge, including some that it is impossible for him to use.
Push Past your Limits (+1P, +2C, more liekly to gain traits)- Jacob Oakheart believes that you should always strive to push beyond your current limits in order to improve, and he trains in a manner that demonstrates this.
Avernite Centenarian
(+5C, +1P,-1D when dealing with non-Avernites) – Having survived a century of life on Avernus Jacob Zhukov have proven himself to be an expert warrior and the bearer of a strong will.
Team Leader
(+3M when commanding platoon size units or smaller, +15 unit morale when commanding platoon sized units or smaller)- In his time in the Psyker Hunters Jacob Oakheart has become highly skilled at leading small groups in the face of seemingly impossible odd, though his leadership style does not scale up well.
Hunter of the Underdark
(+6I, +6P, +2D, +2L, +2C, less likely to die, +80 to all stealth rolls, double damage to monsters creatures and psykers, diplomacy bonus when dealing with Avernite natives)- Jacob Oakheart has spent years in the deepest regions of the cavern of Avernus, some of it being trained by one of Avernus' most deadly hunters. This has honed his skills and will to a fine edge, and has developed a gift for making friends in the most unlikely of places.
Daemon Slayer (+1C, +1P, +25 to rolls against daemons, cause terror in daemons)- Jacob has slain or banished powerful Greater Daemons of several Gods, feats that have earned him the terror of the daemons he encounters.
Champion of Avernus
(+2M, +4D, +50 morale for all forces in his presence)- Jacob Oakheart the Champion of Avernus, the invincible warrior who the armies of Avernus trust to kill all but the most terrifying of foes. As such he is a figure of much awe and respect on Avernus, and among the armies of the Imperial Trust.
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 Jacob Oakheart has had his faith and combat skills tested.

Jacob Oakheart is the adopted son of Arbitrator Jane Oakheart and is in effect your only nephew. He first came to his mothers attention at the age of five when he killed an Ammut Crocodile with a dagger, a feat that would be considered impressive for a fully trained adult. After being adopted he proved to be exactly the right type of son for Jane, able to not only keep up with the near torture she considers training but to enjoy it.

Jacob had an interesting childhood, as his mother alternated between having him attend some of the best schools on Avernus and either teaching him herself or having some of her friends and colleagues instruct him. This has somehow resulted in both a well adjusted young man and one with an wide range of skills and knowledge. You are still not sure why Ridcully had him learn the theoretical basics of each of the psychic disciplines however, he has no psychic talent to speak of.

After graduating Jacob attended the Psyker Hunter Academy, where he set records in a range of topics and graduated at the top of his class. He then joined the Psyker Hunters at the age of twenty-two, one of the youngest on records. Jacob quickly distinguished himself and became both the youngest Veteran Psyker Hunter on record and the youngest Psyker Hunter Sergeant on record. However he first rose above the pack at the age of thirty three when he singlehandedly killed Rob Vörös, a Beta-level Diviner/Telepath that his squad stumbled across. While this victory was mostly a result of luck it still demonstrated the sheer level of skill in combat that he has, and earned him a promotion to the rank of Elite Pysker Hunter, at under half the normal age.

However the most important events of Jacobs life happened when a Rogue Psyker teleported him into the Caverns when he was in his sixties. He was found after a patrol sent to investigate a unknown and badly injured winged insect near Dis found that it was carrying an unconscious human, which hit dropped in front of them before leaving. Upon further investigation the human was Jacob Oakheart, who while badly injured was still alive and clutching a broken blade made out of some unknown metal. It took over a month of high quality care for Jacob to recover, a result of him pushing himself well beyond his limits for an extended period. Once he awoke he told those waiting for him, pretty much the Avernite High command what had occurred in the years sine he was thrown into the caverns. This took some qualifying as while it has only been eight months since Jacob was thrown into the caverns from your point of view from his it has been a bit under two decades.

Jacob tells you that after a few months in the caverns he met Lulana, the last survivor of a Nynye Hive who was thrown threw space-time by her queen in order to escape their attackers. They quickly formed an alliance to work together to get out of the Caverns, which eventually developed into a rather close friendship. Between Jacob's incredible combat skills and Lulana's impressive psychic powers they were able to explore much of the region surrounding he in the caverns and eventually stumbled upon a village formed out of those sentience who found their way to it, both from the outside and those native to the caverns themselves. From this base the two of them spent years searching for an exist from the caverns, both by attempting to ma out as much as their could of the surrounding regions and by questioning those who may know the way. Often violently. Eventually they found a route leading though some of the most dangerous regions of the caverns that they had discovered to the domain of a being called The Radiance, one of the Great Ones of Avernus and a being able to teleport them to the upper regions of the cavers, from which hey could escape by themselves. Then Lulana left him with the first group of humans that she could find before moving on to refound her Hive, though she did promise to make contact with Jacob has soon as they had both recovered.

In his time in the Caverns Jacob pushed himself beyond his limits, becoming a warrior near a match for his mother and gaining a will second only to Saint Lin within the Imperial Trust. This will was the only thing which allowed him to survive meeting the Radiance, and what said meeting did to his soul.

In person Jacob is a friendly well adjusted young man, though he raises several alarm bells for the average Avernite. This is mostly because he is to calm and confident, and lacks the nervous twitch that almost every Avernite that reaches adulthood develops. This has actually led to him being considered a offworlder by many, at least until they see his unconsciously killing spiders. Instead many consider him an elder, as usually only the oldest and most skilled Avernites develop the natural combat readiness that he displays.

Adeptus Ministorum
Saint Seamus Lin "The Last Saint"
Honorary High Council Member

Age: 413 rejuved to 125

M: 14 + 22= 36 (+55 martial bonus)- As a Living Saint of the God-Emperor Saint Lin is able to command armies at war with a level of skill matched only by the greatest generals despite the fact that his mind is starting to slip with age.
I: 10 + 10= 20- While not a deceptive man himself Saint Lin is highly skilled at detecting deception in all of its forms, a skill which the Emperor's blessings only enhance.
A: 13 + 14 = 27- Saint Lin is highly organised and a gifted bureaucrat, able to use every resource he has access to to its full potential.
L: 9 + 38= 47- Saint Lin is highly knowledgeable about a wide range of topics, and has knowledge of religion and divinities in their many forms that is unrivaled.
P: 14 + 45= 59- Saint Lin's Faith blazes from him, pushing back the darkness and inspiring followers of the Emperor.
D: 13 + 36= 49- Saint Lin is a master diplomat, able to create agreements from the smallest of common ground and end ancient feuds with words alone.
C: 15 + 23= 38 (+795 combat bonus)- Despite his incredible age and the frailty that comes with it Saint Lin is still a mighty warrior able to contend with all but the greatest champions of chaos.
(47/7+7=14)

Paragon Diplomacy Trait: I Implore you to Reconsider (ignores penalties from history to diplomacy attempts)- Saint Lin is able to convince those he speaks with to consider his proposals free from any historical prejudice, making him perfect for those disputes where it is history rather then any other differences that lies at the center of a disagreement.
Saint of Wisdom
(+3M, +5A, +14L, +4D)- Saint Lin was sainted for his wisdom in order to act as a wise adviser to the Imperial Trust. As such his wisdom and insight is unmatched, even by the legends of the Imperial Trust.
Intelligent
(+1M, +1I, +1A, +1L, +1P, +1D)
Avernite Bi-centenarian (+6C, +2P, +1I, -2D when dealing with non-Avernites) – Having survived two centuries of life on Avernus Saint Lin have proven himself to be an expert warrior, the bearer of a strong will and very alert to danger.
Grandmaster Gunfighter
(+2M, +2D, +2I, +8C, +80 to combat rolls with pistols) – Saint Lin is a superhumanly skilled with the pair of pistols that he carries at all times, rarely missing accurate shots at targets he should not be able to point at let alone shoot, as well as having an near perfect level of spatial awareness of his immediate surroundings and their inhabitants.
The Last Saint of the Emperor (+8M, +4I, +5A, +7L, +24P, +21D, +13C, +200 vs Daemons, +100 vs Chaos, +100 to all morale rolls on same planet, -100 to all chaos morale and stability rolls on same planet, +25 to all Psyker Hunting rolls when he is on the planet, additional +25 to all Psyker Hunting rolls against Beta or high when he is on the planet, double effect of piety on cultist numbers, near impossible to kill, can purify and cure Chaos effects)- Seamus Lin was one of the last people Sainted by the Emperor before his death, and is the last of the Saints of the Emperor who still lives. His very being now burns with a light that burns the forces of Chaos that stand against him, and uplifts those that fight beside him.
Aura of Truth
(+5I, +2A, +2P, +4D) – When Deacon Lin was sainted, he was gifted with an Aura of Truth. In his sacred presence none may doubt his words, lie or otherwise dissemble.
The Abomination's Bane
(+3P, immune to all forms of Corruption, -10% Chaos Cult growth, +40 to all rolls against Abomination Cultists, +100 to all rolls against Angyls)- Saint Lin's mere existence has become a threat to the Abomination, one that an Archangyl of the First Circle has found True Death attempting to end. His will stands in opposition to everything that the Abomination is, and from his example others find the strength to resist.
Survivor of the Pink Skies (+1P, +1C, +5 to all rolls against daemons)- Having proved him against the most dangerous foes in the galaxy during the First Daemonic Incursion Saint Lin has had his faith and combat skills tested.
Champion of the Emperor
(+8M, +1I, +2A, +2L, +1D, +7C, +5 to rolls of troops under his personal command, +15 to friendly morale, -15 heretic morale and daemon stability when fighting against his personal command)- Saint Lin is a champion of the Emperor in war as much as in peace, having a mastery of all the fields of combat that few generals can match. When combined with the aura of light that covers him when he fights this makes him a force to be reckoned with on the battlefield.
(+9M, +1I, +2A, +2L, +2P, +1D, +9C, +10 to all rolls against daemons +5 to rolls of troops under his command, +25 to friendly morale, -25 heretic morale and daemon stability when fighting against his command)- Saint Lin embodies the valour of the Emperor as much as the wisdom, and has a mastery of all levels of battle that few can match. When this is combined with the shining beacon that is is his presence, when roused to war no there is no better foe for the forces of Chaos.
Soul Nova
(+1P, -36C, -10 all other stats, +25 to all rolls, +4 to trait gain, ageing increased to 1 year per 1.5 years, reduce time taken for all actions by 2 years, double all aura effects, 2% chance of dying per year that doubles every 5 years)-Saint Lin's soul is best described as a nova, one final burst of impossible light before the end. His body on the other hand is incredibly weak, and if it were not for the rod made by Vulkan Saint Lin would be near incapable of moving even with the technologies had access to. This decay has started to spread to his mind, which is not as sharp as it once was, though his will remains inviolate.
Living Symbol of Faith
(+1A, +10L, +2D, +7P, +1 Morale for the Imperial Trust, -15% cultist numbers for the Imperial trust, double effect of peaching on cult numbers, more likely to know about other religions)- Saint Lin is a living symbol of the New Imperial Truth and the fact that the Emperor is dead but not gone. His utter faith and deep understanding of religion is an example to humans everywhere.
Scholar of the Deeper Secrets
(+6L, +1P, +20 to rolls to investigate gods or religions)- Saint Lin has delved deep into the true nature of Gods, and even touched on what lays between them, a truth that has been known to drive even gods mad.
Artifact: Saint Lin's Rod (*3 damage, Pen 16, triple damage vs deamons, halve lost stats from soul burning trait, +600 psychic resistance)- Saint Lin's Rod was forged from auramite by the Primarch Vulkan himself and acts primarily as a ground rod for the power that is burning out his soul, making his final year fr less painful. In combat it can be sued as a devastating focus for his power.
Bearer of Dark Secrets
(+2L, +1P, +10 to all rolls dealing with the Plague God, +5 to all rolls dealing with chaos)- Saint Lin has been gifted with some of the secrets that the Eldar have learned about the Plague God over the aeons, secrets that would drive most minds insane. This has granted him greater insight into the workings of the Plague God and Chaos as a whole.
Knowledge is Power
(+4M, +6C, +1 to all stats, can add learning bonus to combat rolls)- There is an saying rumoured to date back to before humanity left Terra that 'Knoledge is Power'. Saint Lin is in many ways an example of this, making use of his extensive studies to inform his choice in battle, both as a commander and as a warrior.
Administrator
(+2A)- In his time as leader of the Imperial Trusts church Saint Lin has gained much experience with the processes of administration.
Bringer of Peace
(+5D, +20 to attempts to create peace treaties)- Though a combination of sheer charisma and well reasoned arguments Saint Lin was able to create a peace treaty in the longest running war that you have ever heard of.

Saint (originally Sub-Deacon, then Deacon) Seamus Lin is considered one of the wisest and most pious members of the Ecclesiarchy in the sector and was dispatched to Avernus to be a calming influence on the hot-headed Deacon Aurilian, a task that he handled well until the former Deacon's death at the hands of a rogue psyker. The first impression that anyone who meet Seamus Lin gets is that this is what a priest of the God-Emperor should be like. He is not particularly physically imposing (though it looks like he knows how the wield the powerstaff he carries), but he is the most charismatic man you have ever met. He believes that the Imperial Church should focus on education and healing more then war, claiming that the Emperor tasked the protection of his people to the Imperial Guard and Adeptus Astartes and that the Church has no right to interfere with their duties.

One of the last actions of the God-Emperor before he died in the 38th year of Avernus' settlement was to bless Deacon Lin with power and knowledge, making him the Last Saint of the Emperor. His gifts to Deacon Lin include vastly increased mental faculties and physical resilience and an aura that turns Lin's already formidable personal presence into something that cannot be ignored, a holy mantle that bolsters the spirits of the faithful and strikes fear into the heart of worshippers of Chaos alike. In his presence, lies and deceit have no place and none may doubt his truthfully spoken words. Deacon Lin also received a great many revelations about the Emperor's life and history and his vision for the Imperium of Man, which he is in the process of codifying into a new holy text that shall serve as the basis for the new Imperial Faith.

Saint Lin gave his life to remove the curse from Roboute Guilliman Primarch of the Ultramarines, in what is considered to be one of the greatest achievements an Imperial Saint has ever made.
Deacon Markus Aurilian
Age: 35 (deceased)

M: 11 + 6 = 17 (+9 martial bonus)
I: 3 + 3 = 6
A: 8
L: 9
P: 14 + 8 = 22
D: 13 - 2 = 11

Veteran Witch Hunter (+2I, +2P, +3M,-1D, bonus against psykers)
Obsessed with Witches (+1P,+1I, -1A,-1D)
Deacon (+3P, +1A)
Witchbane (+3M +2P, bonus vs psykers)

Deacon Markus Aurilian was the protege of a respected bishop which was the only reason he had risen to the rank he had. He was undeniably pious and a decent warrior but that was all he had going for him, as he was totally straightforward, poorly educated and a bad administrator. He made an excellent exorcist or crusader but was completely out of his depth as a Deacon and knew it. Your contacts said he was sent to Avernus in the expectation that it would be far more of a desperate battle then it has proven to be under your command.

Markus Aurilian gained his hatred of witches when a unsanctioned delta level psyker lost control and burnt his entire town to the ground when he was eleven. After being proven free of taint, he immediately joined the Ecclesiarchy with the intention of being a witch hunter.

Despite his shortcomings, he developed into a reasonably competent if unimaginative Deacon during his years of tenure on Avernus, with no blight on his record. He learned much about fighting psykers on Avernus and earned his reputation as the bane of witches. He died 28 years after Avernus' founding, killing a Gamma-level psyker who had killed the rest of his force of dedicated witch hunters. No civilians or soldiers died in this fight and it was declared a miracle of the Emperor.

Adeptus Mechanicus
Fabricator-General Marian Scott
Age: 531

M: 14+6=20 (+15 martial bonus)- Fabricator-General Scott is a decent but unimaginative commander.
I: 10+13=23-Fabricator-General Scott is skilled at intrigue, and makes good use of the basics along with some more advanced techniques.
A: 17+22=39-Fabricator-General Scott is an expert administrator, able to run the Adeptus Mechanicus with incredible efficiency.
L: 12+29=41- Fabricator-General Scott is incredibly well educated by most standards, both in her field and in several other fields. Even the standards of an Adeptus Mechanicus Archmagos her knowledge and understanding of technology is exceptional.
P: 14+23=37- Fabricator-General Scott has an ironclad belief in the Machine-God, though not a particularly orthodox one which causes issues.
D: 10+15=25- Fabricator-General Scott is incredible with working with people by the standards of an Adeptus Mechanicus Magos, though by more normal standards she is merely charasmatic.
C: 15+20=35(+410)- Fabricator-General Scott is a skilled warrior whose mechanical body houses many deadly implements of war.
(125/7+3=19)
Fabricator-General of the Nine Worlds (+5A, +7L, +5P, +1D, +3C) – As the Fabricator-General of the Nine Worlds, Scott is one of the greatest Magos in the Imperial Trust, with all that that implies.
Former Magos Astrographicus
(+3L, +1P, can work with Warp technology)- Fabricator-General Scott was sent to Avernus as a junior Magos Astrographicus, a specialist in the study of the Warp and the little Warp technology that the Imperium used. This means that she has a far better understanding of Warp Drives, Geller Fields and Teleporters then anyone else in the Imperial Trust.
Avernite Bi-centenarian
(+6C, +2P, +1I, -2D when dealing with non-Avernites) – Having survived two centuries of life on Avernus Fabricator_general Scott have proven herself to be an expert warrior, the bearer of a strong will and very alert to danger.
Survivor of the Pink Skies
(+2P, +1C, +5 to all rolls against daemons)- Having proved herself against the most dangerous foes in the galaxy during the First Daemonic Incursion Fabricator-General Scott has has had her faith and combat skills tested.
Master Engineer
(+5L, +1P, +25 to repair attempts)- Fabricator-General Scott has developed her natural talent for repairing damaged technology a to a incredible level and is now the best engineer in the Imperial Trust, able to repair damage that others view as irrecoverable.
Archeotech Armoury (+4C, less likely to die)- Fabricator-General Scott as an incredible array of weapons, shields and other forms of wargear hidden within her metallic body, making her a hard target for any assassin or wild beast that goes after her. Given how much time she spends on Avernus the wild beasts are more dangerous.
Heart of Steel
(+4P, +6C, -2D when dealing with non Mechanicus Characters)- Fabricator-General Scott has replaced almost her entire body with advanced cybernetics,both as a symbol of her devotion to the Machine-God and as a way to survive Avernus.
Champion of the Renaissance
(+3M, +5I, +9A, +9L, +5P, +8D, +3 Mechanicus Unrest, Mechanicus drift even further towards progressives)- Fabricator-General Scott has followed in the shoes of her fallen mentor, Fabricator-General Britton "The Father of the Renaissance", in attempting to reform the Adeptus Mechanicus. Thanks to the achievements of her and those under her she has been able to make great strides towards her goal, without triggering too much unrest.
Diplomat
(+2D)- Long years of leading the divided Adeptus Mechanicus of the Imperial Trust have developed Fabricator-General Scott's talents in diplomacy and negotiations.
Builder of Forges
(+3A, +2L, +1P)- As Fabricator-General Marian Scott has built dozens of Forges, Forge-Cities and even Forge-Cathedrals. This has developed both her organisational skills and her understanding of many of the Mechanicus' secrets.
Organised
(+1M, +2A)- Fabricator-General Scott prefers to have everything as organised as possible, which has proven to be valuable both at peace and at war.

Marian Scott was born and raised on the Forge World of Atlas, where she was quickly proved to have a natural talent for the Mysteries of the Machine. As such she was inducted into the Adeptus Mechanicus at a young age. While she did not shine in most fields her talents for the challenging art of Warp technology gave her entry into the Divsio Astrographicus.

At the ago of fifty Marian Scott, a very junior Magos was sent to Avernus as part of the payment for the Hyper Advanced Juve-Nat. Her talents and attitude towards knowledge attracted the attention of Forge Master Britton, who acted as a mentor to her. This relationship continued after he ascended to the post of Fabricator-General and when his previous heir was killed by Waaagh Garkill Fabricator-General Britton selected Magos Scott to replace him. In the decades between Waaagh Garkill and the First Daemonic Incursion Magos Scott studied and prepared herself to lead the Mechanicus, a task that she will hopfully be up for.
Archmagos Explorator Tranth 'The Reclaimer'
Age: 541

M: 13 + 18 = 31 (+55 martial bonus)- Archmagos Tranth is a highly skilled leader of men, and can command Mechanicus task forces with great skill.
I: 13+6=19- Archmagos Tranth has little aptitude for spygames, though he has been forced to develop some since he started making discoveries.
A: 15+7=22- Archmagos Tranth is a skilled but not brilliant administrator, and has usually been able to finish his projects on time and on budget.
L: 17 + 40= 57- Archmagos Tranth is a genius, able to reverse engineer ancient technologies and even complete damage STCs with incredible regularity. Without a doubt Archmagos Tranth has the greatest understanding of STC systems of any living Tech-Priest.
P: 14 + 23 = 37- Archmagos Tranth has a deep and abiding faith in the Machine-God, and the Search for Knowledge which he has made his lifes task.
D: 11+2=12- Archmagos Tranth is not totally inept at social tasks, though whenever he is involved with one it is very obvious tat he would rather be elsewhere.
C: 18 +32= 50 (+675 combat bonus)- Archmagos Tranth is a living engine of destruction, able to use the many weapons systems he has integrated into his body with great skill in order to annihilate any foes that he encounters.
(117/7+4=21)
Paragon Leaning Trait: The Scientist (can improve technologies based on known principles, can create entirely original designs based on known principles, +25 to all rolls to improve, create or understand technology)- Archmagos Tranth follows int eh footsteps of his Dark Age forebears in a rather different manner to most members of the Adeptus Mechanicus, choosing to imitate their methods rather then their results. When combined with Tranth sheer genius this allows him to create and improve on a bewildering range of technologies, a range that will only increase as his knowledge base expands.
Artefact: Shield of the Old Ones (+600 to resist Warp effects, +2 Armour)- This Ancient Shield protects its wielder from the powers of the Warp, with all but the greatest of attacks fizzeling to nothing before it.
Archmagos Veneratus Extremis Explorator
(+4D, +5M, +6C, +4P, +7L, +10 to rolls to find or decipher archeotech, +2 Mechanicus morale, -1 Mechanicus Unrest) – Archmagos Tranth has discovered and reverse engineered more technology than any other single Explorator in history, or even in legend. This has resulted in Fabricator-General Scott creating the rank of Archmagos Veneratus Extremis for him, a position that is closer to Living Saint than any other that you know of.
Tech-Priest
(+4L, +2P, +1C, -2D, -1I, -1M)
So Close... (+5L, +5P) – Archmagos Explorator Tranth has discovered a non-functional STC constructor and has therefore come tantalisingly close to finding the Holy Grail of the Adeptus Mechanicus. Since then, his faith and the fervour he has put into his research have increased, driving him to greater heights.
Avernite Bi-centenarian
(+6C, +2P, +1I, -2D when dealing with non-Avernites) – Having survived two centuries of life on Avernus Archmagos Tranth have proven himself to be an expert warrior, the bearer of a strong will and very alert to danger.
Engine of Destruction (+1M, +9C, -1D)- Archmagos Tranth has replaced large portions of his body with highly advanced archeotech combat equipment. When combined with his rather impressive combat skills this turns him into a true engine of destruction on the battlefield.
Warlord (+5M, +3C)- Over the years Archmagos Explorator Tranth has often found his research teams attacked countless times by the Avernite wildlife and has grown highly skilled at leading the security teams defensive efforts.
Combat Analyst (+3M, +2C)- Archmagos Tranth is an expert at recording and analysing combat data, which he uses to aid his tactics as both an officer and as a combatant.
(+11M, +17C, -1D)- In his centuries on Avernus Archmagos Tranth has forged his body into one of the most powerful war machines in the Imperial Trust, and honed his mind to use both his body and any other forces under his command optimally.
'The Reclaimer' (+4L, +5 to attempts to complete STCs or reverse engineer)- Archmagos Explortor Tranth has come to be known as Tranth the Reclaimer by the Mechanicus of the Nine Worlds in recognition of both his incredible discoveries and of his success in reconstituting lost technologies.
Survivor of the Pink Skies (+2P, +1C, +5 to all rolls against daemons)- Having proved himself against the most dangerous foes in the galaxy during the First Daemonic Incursion Archmagos Tranth has had his faith and combat skills tested.
Optimiser (+3L, +10 to research rolls to improve on exiting technology)- Archmagos Tranth has a talent for improving on exiting technology, usually by working out its basic principles and then optimising it.
Armourer
(+2L, +10 to all rolls involving power armour, +1 Armour)- Archmagos Tranth has developed a great understanding of the mechanics of power armour over the years, an understanding that serves him well in a range of projects. One of which is his constant upgrading of his own body and person armour, which you suspect leaves even the Advanced Terminator Armour that he designed for the Astartes in the dust.
Grandmaster Researcher
(+2M, +2I, +6A, +9L, +25 bonus to research actions) – Archmagos Tranth is incredible when it comes to researching the mysterious of technology, and to putting said mysteries into practical use. This is a rather rare talent for the Adeptus Mechanicus, even among those that he has trained.
Expert Titansmith
(+3L, +5P, +25 to all rolls involving Titans) - Archmagos Tranth is responsibly for designing some of the most deadly Titans ever made by humanity, and is still coming up with ideas on how to improve them.
Archeotech Sensors
(+3I, +25 to all attempts to detect)- Archmagos Tranth has a collection of the best sensors know to mankind held within his body, and when combined with his incredibly mastery of technology few can bypass his gaze.
Clear-sighted
(+3L, +3P, +1 to all stats, can think without any cognitive bias)- One of Archmagos Tranth's greatest gifts is his ability to put aside his cognitive biases and see the world as it truly is.

Archmagos Explorator (originally Magos Explorator) Tranth was born on the minor Forge World of Evorian and proved to have a talent for the Mysteries of the Machine at a young age. As a result of this he was put into training to become a Tech-Priest, where he proved to have a thirst for knowledge suited for a Magos Explorator. Tranth was assigned to join the expedition of Archmagos Explorator Sarren when it passed through Evorian when he was twenty five. He spent the next thirty years learning under Archmagos Explorator Sarren and became his protege, until he was dispatched to investigate reports of ancient ruins on Avernus. Like all good Magos Explorators, Tranth has a wide variety of skills and can handle himself in almost any situation.

Archmagos Explorator Tranth was regarded as having something to prove, as many viewed him as too inexperienced to command such a important dig. These doubts grew as Archmagos Explorator Tranth was unable to report any progress during the first few years, still getting used to life on a hostile deathworld, but he eventually managed to open the ruins under Gamma-4, now known as Dorthonion. The subsequent meteoric rise of Tranth's career appears to have permanently silenced his detractors, as even his allies and supporters in the Adeptus Mechanicus are shocked at the sheer number of important discoveries and invaluable finds of ancient technology Archmagos Explorator Tranth has been excavating from Avernus' ruins, as well as his uncanny competence in completing reverse-engineering projects, some of which were thought to be impossible to solve by other experts in the field.
Archmagos Biologis Vinceo Maximal
Age: 548
M: 16+5=21 (+18 martial bonus)- Archmagos Biologis Maximal has often led expeditions into the wilds of Avernus in order to catch or observe the wildlife. As such he has been forced to develop a decent level of military command skill, though he is by no means a general.
I: 12+8=20- Archmagos Biologis Maximal is reasonably skilled at navigating the internal politics of the Adeptus Mechanicus, which is very cut throat at the moment.
A: 15+5=20- Archmagos Biologis Maximal is a competent administrator whose projects are usually finished on schedule and who can manage the Biologis with few problems.
L: 16+18=34- Archmagos Biologis Maximal is an expert on the wildlife of Avernus, as much as such a thing exists, and is incredibly knowledgeable about biological mechanisms and how they interact with the Warp.
P: 17 + 12 = 29- Archmagos Biologis Maximal has a strong faith in the Machine-God, and believes that by studying the wildlife of Avernus he is taking another step on the Path of Knowledge.
D: 15-3=12- Archmagos Biologis Maximal is well spoken for a Magos and can form relationships with normal humans surprisingly well.
C: 19+30=49- Archmagos Biologis Maximal has spent most of his life exploring Avernus, and as such has developed a level of combat skills usually relegated to legendary Myrmidons.
(75/7+1.5=12.5)
Artefact: Noxtutlak's Defence (+200 to resist Warp effects, +5 Armour)- Noxtutlak was famed for his ability to hold the line, shrugging off the blows of those who attacked him.
Archmagos Biologis (+4L, +2D, +1I, +2P, -1M, -1C)- In recent years Magos Biologis Vinceo Maximal has ascended to the honoured rank of Archmagos, securing his position as one of the the highest ranking members of the Adeptus Mechanicus of the Imperial Trust. As expected for someone carrying this rank his knowledge of biology and xenology is unmatched within the Imperial Trust.
Tech-Priest ( +4L, +2P, +1C, -2D, -1I, -1M)- Vinceo Maximal is a fully ordained member of the Adeptus Mechancius, the Tech-Priesthood of Mars who build and maintain the Imperium's more advanced technology.
Genius
(+2 all stats)-Vinceo Maximal is a genius, naturally gifted in everything he has tuned his hand to and one of the most intelligent people you have ever met.
Avernite Bi-centenarian
(+6C, +2P, +1I, -2D when dealing with non-Avernites) – Having survived two centuries of life on Avernus Vinceo Maximal has proven himself to be an expert warrior, the bearer of a strong will and very alert to danger.
Survivor of the Pink Skies (+2P, +1C, +5 to all rolls against daemons)- Having proved himself against the most dangerous foes in the galaxy during the First Daemonic Incursion Magos Biologis Maximal has had his faith and combat skills tested.

Explorer of Avernus (+4M,+2I, -2D, +8C, +25 to all rolls int he Avernite Wilds, far less likely to die due to wildlife attack)- Magos Biologis Maximal has often been tasked to find samples of different wildlife, examine them in their natural habitat and was a major figure in exploring Duat. Given that these tasks involve traveling though the Avernite wildlife and trying to locate and capture some of its more dangerous denizens he has developed his combat skills to a high level due to them.
Pious (+2P)- Archmagos Maximal's time on Avernus has deepened his faith in the Machine-God, which is now exceptional even for a Magos.
Psychic Geneticist
(+6L, -1P, +50 to all rolls when dealing with psychic creatures)- In his time on Avernus Archmagos Biologis Maximal has developed a masters understanding of psychic animals. This understanding extends into the little understood field of Psyker Genetics, which is famed for its complexity.
Psychic War Machine
(+1M, +11C, -3D, can use several Avernite Psychic powers as minor psyker)- Archmagos Biologis Maximal has integrated the minds and souls of several cybernetically enslaved Avernite creatures in order to make use of their psychic powers. This allows him to use several basic psychic powers such as phasing, greatly enhancing his combat power.
Survivor of the Crimson Skies
(+1P, +2C, +5 to all rolls against daemons)- Having proved himself against the most dangerous foes in the galaxy during the Second Daemonic Incursion Archmagos Biologis Maximal has had his faith and combat skills tested.
Nothing is Below Notice
(+2I, +3A, +2L)- Archmagos Biologis Maximal understands the importance of those which are often overlooked. This leads to him being meticulously careful in all that he does, and paying attention to things that others consider below notice, a good survival trait on Avernus.
Alert
(+1I, +10 to all chance to detect) – Archmagos Biologis Maximal is constantly alert to danger of all types, a trait developed though centuries of life on Avernus in one of the more dangerous professions.

Magos Biologis Vinceo Maximal was born to a family of menials on the Forge-World of Atlas, a fate he was doomed follow to until his natural genius was discovered at the age of eight. After his genius was discovered he was immediately taken as a student by the ruling priesthood, where he was successful, tough not wildly so. He followed the path of the Mago Biologi and was a junior Genator in the service of Magos Biologis Tertiarus Saren when that worthy was sent to Avernus.

On Avernus Vinceo Maximal proved himself to be a skilled and reliable worker, soon becoming the leader of the task force that Magos Biologis Saren used to locate and examine the more interesting wildlife. The fact that he survived almost a century in this position before being promoted to Magos and given a safer task says a lot about his survival skills, and luck.

Magos Biologis Vinceo Maximal is a lot more personable then either of his predecessors, able to easily communicate with normal Avernites as one of them. He is also in many ways the stereotype of an Avernite bushman, those few brave Avernites who have jobs that involve trekking far beyond the "safe" regions of Avernus. As such he is paranoid, twitchy and has a level of understanding the the Avernite Wilds and its inhabitants that few survive long enough to develop.

Magos Biologis Tertiarus Saren
Age: 151

M: 12 (+2 martial bonus)
I: 11
A: 17+3=20
L: 14 + 5 = 19
P: 16 + 2 = 18
D: 13
C: 11 - 1 = 10

Magos Biologis (+1L, +2D, +1I, -2M, -2C)
Tech-Priest ( +4L, +2P, +1C, -2D, -1I, -1M)
Officer (+3M)
Project Leader (+1A +5 to research)- Over his time on Avernus Magos Biologis Saren has become highly skilled at leading his team in the research of exotic species.
Administrator (+2A) - Magos Bilogis Saren has proven to be a skilled administrator who always runs his projects according to schedule and under budget.


Magos Biologis Saren was cloned from a respected Magos on the Forge-World of Atlas. He proved to have a passion for gaining a deeper knowledge of the Mysteries of Life and so became a successful Magos Biologis. He first came to the interest of the Inquisition when he aided Inquisitor Abbink of the Ordo Xenos in his study of the strange life forms found on slower-than-light starships in the Garidion Sub-Sector. Since then he has earned a reputation as a expert in the study of strange life forms and several different Inquisitors have used his services over the decades.
Fabricator-General Hawker Britton
Age: 221

M: 13 (+3 martial bonus)
I: 14
A: 21+7 = 28
L: 18 + 13 = 31
P: 12 + 9 =21
D: 18+3=21
C: 20+ 7 = 27 (+275 combat bonus)

Fabricator-General of the Nine Worlds (+5A, +7L, +5P, +1D, +3C) – As the Fabricator-General of the Nine Worlds, Britton has been trying to both strengthen the Mechanicus and to integrate them with Imperial society. In doing this he has learnt much, both of the mysteries of the Mechanicus and of basic human nature, which he had long forgotten.
Diplomat
(+2D)
Avernite Elder (+4C) – Having survived half a century of life on Avernus Fabricator-General Britton has proven himself an expert warrior.
Father of the Renaissance (+2A, +4P, +6L, +1 Mechanicus Unrest) – Fabricator-General Briton has overseen, and been the driving force behind, several major breaks from the old ways of the Adeptus Mechanicus. He has been slowly moving the Adeptus Mechanicus of the Imperial Trust closer to the scientists of the Dark Age of Technology, much to the dismay of a portion of his people.


Forge Master Britton was considered to be one of the better Forge Masters on Atlas, being both a master artisan and an expert administrator, despite several rumors going around that his faith was not necessarily as strong as it should be. Despite these baseless rumors he was next in line to become Forge Master at one of Atlas' main Forges when he volunteered to head to the then newly founded Forge-City of Dorthonion, located on Avernus, where several major discoveries had been made in the prior decade. This decision was made easier by his unusual skill in interacting with non-Mechanicus humans.

Fabricator-General Hawker Britton was killed pulling a large meltabomb from the core of Avernus' most ancient Titan, saving it from death at the cost of his own life. His last action will be remembered forever by those who crew the venerable Titan, which once warred on the red sand of Mars.
Magos Biologis Quintus Saren
Age: 234
M:7-1=6 (-10 martial bonus)
I:18+1=19
A:17+5=22
L:16+11=27
P:15+7=22
D:11
C: 20+8=28 (+275 combat bonus)
(30/7=4)
Archmagos Biologis (+4L, +2D, +1I, +2P, -1M, -1C)- In recent years Magos Biologis Quintus Saren has ascended to the honoured rank of Archmagos, securing his position as one of the the highest ranking members of the Adeptus Mechanicus of the Imperial Trust. As expected for someone carrying this rank his knowledge of biology and xenology is unmatched within the Imperial Trust.
Tech-Priest ( +4L, +2P, +1C -2D, -1I, -1M)- As a Tech-Priest of the Adeltus Mechanicus Quintus Saren is highly educated in the mysteries of his cult but rather unused to interacting with those outside of it.
Avernite Elder
(+4C) – Having survived half a century of life on Avernus Magos Biologis Saren has proven himself an expert warrior.
His Brothers Helper (+1M, +1I, +1L, +2A, +2C) - Quintus Saren has spent most of his life acting as the helper and bodyguard of is elder brother and has developed many skills in this process.
Expert Administrator
(+3A) - Archmagos Biologis Saren has proven to be a expert administrator who always runs his projects ahead of schedule and under budget.
Survivor of the Pink Skies (+2P, +1C, +5 to all rolls against daemons)- Having proved himself against the most dangerous foes in the galaxy during the First Daemonic Incursion Archmagos Bilogis Saren has had his faith and combat skills tested.
Seeker of Knowledge
(+2L, +1P, +1C)- Archmagos Biologis Saren has journeyed into some of the most dangerous regions in Avernus in his efforts to develop his understanding of the natives of this strange world. In doing so he has proven that he is willing to put himself into danger in order to learn, a respectable trait.

Magos Biologis Quintus Saren was cloned from a respected Magos on the Forge-World of Atlas. He proved to have a passion for gaining a deeper knowledge of the Mysteries of Life and so became a successful Magos Biologis alongside his elder clone brother Tertiarus. He had a close relationship with his clone brother Tertiarus and acted his a trusted right hand for most of his life. In this position he was often the one who guarded his brother from dangers, both physical and more subtle threats

Adeptus Astra Telepathica
High Grandmaster Munstrum Ridcully
Honorary High Council Member

Age: 687, rejuved to 30

M: 13 + 21= 34 (+70 martial bonus)-The combination of his long military experience and his precognitive abilities makes High Grandmaster Ridcully a great general, though he is an even better military adviser.
I: 13 + 26= 39- High Grandmaster Ridcully's master of Divination and great experience make it near impossible to hide any secrets from him, with even death not being enough to avoid his postcognative efforts.
A: 10-5=5- High Grandmaster Ridcully has trouble focuses on the details of the here and now which are the base of all administration, and as such has learnt to delegate all administrative tasks in order to avoid disaster.
L: 13 + 13= 26- High Grandmaster Ridcully has learnt much about the Warp during his long life, though his education outside of this field in spotty.
P: 13+45= 58- High Grandmaster Ridcully's unbending faith and utter self-knowledge is enough to easily resist the whispers of the deep Warp, which he is constantly exposed to as a result of his skillset.
D: 8-4=4- High Grandmaster Ridcully combines few social skills with being even more strange then most psykers. As such he should never be used for anything resembling diplomacy.
C: 14 + 31= 45(+605 combat bonus)- High Grandmaster Ridcully is a nightmare to fight on the battlefield, always being one step ahead of you and impossibly accurate with both bullet and warpfire.
Power: 38+ 20= 58 (1,275*87=110,925)- Despite the fact that he was born a Delta-level Psyker High Grandmaster Ridcully has the brute psychic strength of a powerful Alpha-level Psyker, due to his steps down the Path of Ascension.
Control: 17 +45= 62- High Grandmaster Ridcully has near perfect control over his Warp powers, and is able to use them with a level of precision that is literally inhuman.
(196/9+12=34)
Greatly Developed Archetype of the Blind Seer (38 Power, -11 Control, -1A, -7D, *87 power multiplier, +5 to trait chance, increases bonus granted to others by +10, constantly sees major turning points, can re-roll an additional roll every turn)- High Grandmaster Ridcully has been a witness to multiple divine events in his time, a fact which has changed his relationship with the Warp and given him the Archetype of the Blind Seer. The Warp now moves with him, transforming him from a strong Delta-level Psyker into a powerful Alpha-level Psyker as well as giving him insight into key events happening all over the galaxy, and into how to best aid others. On the downside he is more likely to be cryptic, less likely to explain himself, if such a thing is possible, and more likely to be drawn to events of great significance. Over the years he has stepped further on this path no less then five times, gaining ever more influence in the Warp and getting ever closer to Ascension.
Paragon Control Trait: Unseen Observer
(can't be detected using divination from less then Grandmaster level Diviners, it is impossible to observe or predict his divination without divine level skill or relevant paragon trait)- High Grandmaster Ridcully has near perfect control over his Warp Signature, which makes it impossible to detect him with divination for all but the most skilled of seers. When this is combined with his own divinatory abilities it makes it near impossible to predict what he will divine, or to detect his observation.
Paragon Power Trait: Sees no Barriers
(can ignore psychic wards and interference below the divine level for divination, greater chance against divine level wards or interference)- High Grandmaster Ridcully's experiences have developed his sight to the level where he can easily see past any merely mortal attempts to ward him out or cloud his eyes, and is far better at getting past divine precautions then any mortal has the right to be.
Artifact: Olhixcocl's Defence (+100 vs Psychic effects, +1 armour, block first hit each round)- The small size of Olhixcocl's Defence belies its ability to halt even the greatest of attacks in its tracks, a abiity that its first wielder used to fight against the larger monsters of Avernus and that Ridcully can use to protect himself against the Greater Deamons of Chaos. For a while.
Paragon Piety Trait: Self Assurance
( never fails resistance roll when his base roll is higher then enemies, immunity to mind or soul influencing effects below Paragon, +100 to rolls to resist mind or soul influencing effects)- High Grandmaster Ridcully has seen the birth of Gods and the thrones of Chaos and remained himself. This is due to his deep knowledge of who he is, and his refusal to be changed. By anything.
Artifact: Ghosthelm of Vaul (+2 Control, invisible to daemons, +100 to resisting warp effects, halve effect of miscasts)- High Grandmaster Ridcully has been gifted with a Ghosthelm forged by a Avatar of Vaul, which renders him invisiable to deamons of all types and provides him with a great deal of protection from the dangers of the Warp.
Divination Paragon Trait: Oracle
(no distance or scale penalties for divination, can use divination on Gods without opening with greatly decreased risk, increase level of diviner needed to detect or predict divinations by one tier)- High Grandmaster Ridcully sees further and looks deeper then should be possible. In his time on Avernus he has witnessed the birth of a god and followed it into the very throne room and the Dark Prince, spied on the domain of the Abomination and even divined the intentions and motivations of the Changer of Ways itself. These feats show a talent for seeing the actions of gods that is unheard of in mortals

Grandmaster Primaris Psyker
(+4M, +2D, +3P, +8C, +7 Power, +10 Control)- Munstrum Ridcully is a Grandmaster Primaris Psyker, one of the greatest human psykers in history. He has a mastery of his powers that few mortals can boast of, and those few are often millennia his elder.
Paragon of Divination
(+8M, +6I, +6C, +2 Power, +8 Control, +60 to Divination rolls, +15 to success chance of any re-roll always choose the highest when re-rolling, can provide one re-roll per flank in his theatre, can provide two re-rolls per turn to a battle he is involved in, always rolls twice and chooses for actions he and his unit take, can use Emperor's Tarot re-rolls in far more situations, can provide two re-roll per year, has 50% chance of re-rolling crit fails, can re-roll successes)- High Grandmaster Ridcully is one of the greatest living Seers, with only the most skilled of the Eldar Farseers and the most powerful Daemons able to match him. This skill is invaluable on every level, from the personal to grand strategy.
"Unparalleled Among Mortal Seers"
(+9M, +13I, -4A, +1D, +19P, +6C, +10 Power, +22 Control, +50 to divination rolls, incredibly unlikely to be overwhelmed by psychic phenomena, +10 to major visions, major bonus to diplomacy with Eldar, major bonus to diplomacy with Warp Entreaties +5% of inner circle cultists found, +20 to all rolls against Abomination Cultists, +50 to all rolls against Angyls, +5% number of Abomination Cultists found, get one free Greater Divination action per 5 years targeted at a distance of over 1,000 LY, occasionally gain visions of events of galactic significance)- High Grandmaster Ridcully is probably the greatest humans Seer in history and the witness to more divine events then any other mortal. These events range from the the Birth of Ynead and her first fight in the Thrones room of the Dark Prince to the Halls of the Abomination and with Awakening of the Ork Gods. As such he is constantly seeing events far beyond the range of normal seers. His title as "The Oracle of Gods" is well deserved, and has spread far beyond the Imperial Trust.
Avernite Bi-centenarian
(+6C, +2P, +1I, -2D when dealing with non-Avernites) – Having survived two centuries of life on Avernus Ridcully have proven himself to be an expert warrior, the bearer of a strong will and very alert to danger.
Faith Reforged
(+5P, +1 Power, +3 Control) – High Grandmaster Ridcully's faith has been tested in the most severe circumstances and come out stronger than ever.
Survivor of the Pink Skies
(+2P, +1C, +1 Control +5 to all rolls against daemons)- Having proved himself against the most dangerous foes in the galaxy during the First Daemonic Incursion High Grandmaster Ridcully has had his faith and combat skills tested.
Seeker of Knowledge
(+2I, +10L, +1P, +2 Control)- High Grandmaster Ridcully has spent much time gathering knowledge of both the Warp and the galaxy in general.
Better then you have tried and failed
(+4P, +4 Control, +100 to resisting Warp based effects, can resist all forms of warp effects, half negative effect of all Warp based effects on Ridcully before other rolls (including miscasts))- High Grandmaster Ridcully has proven himself to be incredibility gifted at dissipating Warp energies that should be able to fry him. He describes what he does as sort of like rolling with the blow in melee, and letting the power flow though him without impact. Whatever he is doing it is incredibly hard for Warp based effects of any form to take purchase on High Grandmaster Ridcully.
Battle-Forged
(+3C, less likely to die) - In the Second Daemonic Incursion, High Grandmaster Ridcully found himself the prey of the Honoured Bloodthirster Kurrun Ashstriker, who was immune to almost all of his powers. This forced Ridcully to push his combat skills to a new level in order to survive, if only just.
Saviour of Isha (+5P, immunity to non divine disease and poison, +500 to resist disease and poison, +100 vs Nurgle, +80 to all healing rolls, +30 D and +200 to diplomacy rolls when dealing with Eldar, Mythological reputation with Eldar, Friendship of Isha, Friendship of the ELdar Gods, Godfather to the Child of Hate)- After the rescue of Isha High Grandmaster Ridcully has being accepted as a personal friend and savoir to Isha, and to the Eldar Pantheon as a whole. This has significantly boosted the blessing that Isha had already provided him giving him the talent of a Grandmaster Healer, and near total immunity to disease. Isha and the Child of Hate have also shown him many of the best ways to counter the force of the Lord of Decay in all of its forms.
Survivor of the Gilded Skies (+2P, +1C, +5 to all rolls against daemons)- Having proved himself against the most dangerous foes in the galaxy during the Third Daemonic Incursion High Grandmaster Ridcully has had his faith and combat skills tested.
Finder of Secrets Unknown
(+4I, +3L, +2P, +2 Control, +20 to all rolls against cults, +5 to all research rolls, +10 to all divination rolls seeking secrets or other little known information)- High Grandmaster Ridcully is unmatched when it comes to finding out secrets of all types. This ranges from locating hidden chaos cults to the secrets of the Warp or even the unknown truth behind the Emperor's birth.
Adviser of Heroes (+2 Control, +25 to fateweaving rolls, increases bonus granted to others by +10)- As the Blind Seer High Grandmaster Ridcully is best when he is assisting heroes in their work rather then acting in his own right. This assistance can range from the slightest of nudges to the most obvious enchantments.

Headmaster Munstrum Ridcully was one of the greatest Primaris to have come out of the Lancre Scholastia Psykana. His talent for offensively using his precognition to a level rarely seen outside of the Eldar led to him being considered one of the most useful Primaris Psykers of the Imperium for many years. Through decades of combat his power grew from above average for a Delta-level to a high Gamma-level, a growth that was matched by an increase in his control over his powers which, while not perfect, is still very good. Ridcully was assigned to Avernus to run the Scholastia Psykana in the hopes that he would be able to pass on his talents to the psykers that have been emerging on Avernus.
Headmaster Ridcully had a brief crisis of faith after the death of the Emperor, but overcame it and strengthened his faith in the process.
Grandmaster Psyker Gerald Xavier
Age: 490 rejuve to 20

M: 17 + 14 = 31(+56 martial bonus)- Grandmaster Xavier is a skilled and experienced commander, able to command armies of every size and composition though his specificity remains leading Battle Psykers to war.
I: 21 + 27 = 47- Grandmaster Xavier combings a incredible natural talent for stealth with training from the best stealth operative you have ever heard of and a set of powers that provide a wide range of stealth options. He is nearly impossible to detect without using psychic means and knows exactly how to use this stealth to its full potential. His skills in the less quantifiable aspects of intrigue are best displayed by the fact that he is generally considered to be a blunt instrument by those who do not know him well, a reputation he is careful to cultivate.
A: 14 + 2 = 16- Grandmaster Xavier is a decent administrator who has played a major role in the management of Avernus's Psyers for most of his life.
L: 13+5=18- Grandmaster Xavier has a good understanding of the Warp and the skills to deepen his understanding.
P: 12 + 24 = 36- Grandmaster Xavier's faith in the Emperor is strong, and his willpower is even stronger.
D: 8 + 2 = 10- Grandmaster Xavier is able to interact with normal citizens without spooking them, which is quite an achievement for a psyker of his power.
C: 23 + 29= 52(+1,020 combat bonus)- Grandmaster Xavier is a genius in combat and combines these skills with his wide range of powers to become one of the most deadly warriors of Avernus, even without using the most destructive aspects of his power.
Psychic Power: 31 + 17 = 48 (820*36=29,520)- Grandmaster Xavier is a powerful Beta-level Psyker, and when he fully unleashes his power he can burn entire armies in warpflame.
Control: 24 + 15 = 39- Grandmaster Xavier has a good level of control of his powers, being capable of delicate workings as well as the brute force he is best known for.
(125/9+7=21)
Beta-Level Psyker (31 Power, -14 Control, -6D, *36 power multiplier) – As a Beta-level Psyker, Gerald Xavier is very powerful psyker. He can draw on powers from the warp capable of matching the firepower of a Titan or hiding an army on the move.
Pure of Mind and Soul (+3 Control, +3P, resistant to demonic possession) – Gerald Xavier's mind and soul are pure and untainted despite the dark powers he can wield. According to Justicar Alerion, he would have been selected to join the Grey Knights if he had been found on a Black Ship.
Perfectly Sane (+6 Control, +6D) – Despite the mind-breaking powers he wields, Gerald Xavier is perfectly sane unlike almost every other human psyker. In fact, if you didn't already know that he was a psyker, there is no way that you could tell from meeting him.

Grandmaster Pyromancer
(+8 Power, -3 Control, +80 to all Pyromancy rolls, can use even more powerful Pyromancy)- Gerald Xavier has developed his natural talent for pyromancy over the centuries, pushing it beyond mere mastery. He can some summon and control fires on a level that few can dream of, even among those psykers significantly more powerful then him.
Expert Illusionist
(+2I, -1 Power, +2 Control, +30 to all Illusion rolls, can use more powerful Illusions) – Gerald Xavier is an expert illusionist who mostly uses his illusions to assist in his stealth, and to catch his foes offguard.
Master Priamris Psyker (+5M, +1A, +2D, +4P, +4C, +3 Power, +8 Control)- Gerald Xavier is a Master Primaris Psyker, one of the greatest living human psykers and a master of one of the psychic disciplines.
Honorary Phase-Tiger(+1M, +4I, +3C, large bonus when working with the Phase-Tigers, +5 to stealth rolls, less likely to die)- Gerald Xavier has worked with the Phase-Tigers many times in gets on well enough with them to have been unofficially adapted into the regiment as an member. He he has continued to learn from them and they are credited with the increase in his already ridiculous stealth and combat abilities, which draw heavily from the uncannily efficient style that the Phase-Tigers use.
Deamonslayer (+1M, +3P, +1C, +2 Control) +20 to all rolls against daemons, cause fear in daemons)- During the First Daemonic Incursion Primaris Xavier pushed himself to his limits fighting the daemonic forces. He was the only reason that the half build city he was in had any survivors and was able to permanently kill the Daemon Price leading the attack.
Orkslayer (+1I, +1C, +1 Power, +25 to all rolls against Orks)- Grandmaster Xavier is highly experienced at fighting the Green Tide in a range of rolls, whether it is assassinating Ork Overlords, annihilating hordes on the field of battle or burning out Greenskin fortresses.
Phased Blinking (+2I, +1C, +2 Control)- Primaris Xavier is able to blink while Phased, a feat that requires enormous control and provides several new options in terms of stealth and combat.
Expert Swordsman (+3C, +30 to melee rolls)- Primaris Xavier is a expert swordsman who can kill most foes even without using his fell powers.
(+2M, +9I, +5P, +10C, +6 Control, +2 Power, +25 to all rolls against daemons and Orks, cause fear to demons, large bonus when working with the Phase-Tigers, +10 to stealth rolls, less likely to die,+30 to melee rolls)- Grandmaster Xaiver has over the course of his long life created a school of combat he has christened the Chimeric School. This school focuses on combining combat skills, stealth and psychic powers into a single style and is both incredibly flexible and incredibly hard to master.
Combat Paragon Trait: Chimeric Master (no penalty to combining multiple skills, can use average of targets combat with psychic defence and/or intrigue in duels)- Grandmaster Xavier has mastered the Chimeric Style that he has created to such a level that he flawlessly combines combat, stealth and psychic powers. This allows him to take advantage of any weakness in an opponents skill set with great ease, making him a terror to those who focus entirely in a single aspect of combat.

"The Ash Hound" (+4M, +3I, +1A, +3C, +3 Power, +2D when dealing with Avernites, boost to pyromancy, +30 to locating rogue psykers and cultists, loyal to Governor Rotbart)- Gerald Xavier has earned the epithet "The Ash Hound" from his actions during and after the First Daemonic Incursion. This title comes from his old title of "The Governor's Hound" and from the dozens of times he attacked cultist strongholds single-handedly, reducing highly fortified city districts containing millions of well trained Avernites to ash in a matter of hours.
Avatar of Destruction
(+50 bonus to pyromancy, +2 Power, massive bonus to intimidation, far better at acting as conductor of psychic choirs)- Grandmaster Xavier burned the entire Hive of Manavik to the ground in a single night after exploding the plasma reactor and then walked out of the inferno. While this remains his most impressive feat of sheer destruction many other impressive feats of destruction can be laid to his feet.
"Mittens" Phase Tiger Familiar
(+3I, +4C, +3 control, Phase Shift Psychic Power, Phase Tiger familiar)- Mittens is Xavier's familiar and faithful companion, found when the Phase-Tigers accompanied by Xavier discovered several litters of Phase-Tiger cubs after the Necron Invasion. He has accompanied Xavier ever since and through their bond Xavier has figured out how to Phase.
Avernite Bi-centenarian
(+6C, +2P, +1I, -2D when dealing with non-Avernites) – Having survived two centuries of life on Avernus Xavier have proven himself to be an expert warrior, the bearer of a strong will and very alert to danger.
Master Saboteur (+2M, +5I, +50 to all rolls to sabotage)- Primaris Xavier is a master saboteur and can inflitrate even highly secure strongholds and cripple them though sabotage. He has developed his ability to spot key locations to sabotage to such an extent that he can now apply it to the battlefield where he can spot key oints in the enemy lines.
It never gets any easier (+2P, +1 Control) - Primaris Xavier has carried out great feats of carnage, including killing many loyal Imperial citizens as collateral damage in his time. He will always regret these actions and wish that there was another way which is one of the things that seperates him from the monsters he fights.
Genius Researcher (+5L, +10 to research rolls)- Primaris Xavier has proven to have a real talent for research and can often make discoveries that others would have missed.
Tested Faith
(+2P, +1 Control)- Primaris Xavier has tested his faith by journeying into the Halls of the Abomination in the Realms of Chaos itself. While he needed the guidance of Saint Lin to come out intact his faith and control over his powers was tested as it never had been before by the experience, a testing which he came out of stronger then he went in.
Self-Disciplined
(+1M, +2P, +2 Control)- Primaris Xavier's self-discipline ensures that he always has a first grip on both his powers and his emotions, traits that are incredibly valuable both for a psyker and a general.
Wraithwalker
(+3I, +2P, +1C, +25 to all stealth rolls vs psykers and daemons) - In the Second Daemonic Incursion Grandmaster Xavier, Mittens, and the Phase-Tigers killed countless daemons via stealth, learning how to hide even from the Warp touched eyes of daemons and earning the title of the Wraithwalkers.
Survivor of the Gilded Skies
(+2P, +1C, +5 to all rolls against daemons)- Having proved himself against the most dangerous foes in the galaxy during the Third Daemonic Incursion Grandmaster Xavier has had hisfaith and combat skills tested.

Gerald Xavier was one of the first people born on Avernus and in the nine years of his life manifested the most powerful psychic talents yet found in an Avernite. He was evaluated to be both on the upper bounds of being a Beta-level Psyker and totally sane, a near unheard-of combination. The next fifteen years he trained to be a Battle Psyker and proved to have a great aptitude for combat and stealth. In fact, even without his psychic powers Gerald Xavier is one of the most deadly warriors and best infiltrators on Avernus.

In his eighteenth year of life, trainee Gerald Xavier was deployed with a pair of Primaris teachers to fight the advancing Necron Hordes. The Catachan 813th "Phase-Tigers" were assigned to escort him and managed to maneuver him into position for some truly devastating attacks, including sneaking him through the front lines of the Necron force and under the Monoliths. Xavier got on very well with the Phase-Tigers and has kept in contact ever since. During this period, Xavier met two individuals that would go on to have a massive impact on his life: Governor Fredrick Rotbart, who became something of a mentor to him; and the Phase-Tiger cub who would grow up to become his familiar Mittens. Xavier was the first of those who took an orphaned Phase-Tiger after the battle to tame it and has formed a tight bond with Mittens.

After becoming a Sanctioned Psyker, Gerald Xavier immediately went into training as a Battle Psyker and later as a Primaris Psyker. During this time, he also became one of the main hunters of Chaos Psykers and is responsible for the deaths of many of the more powerful rogue psykers of Avernus, including the still unidentified Beta-level who burnt much of the Fair Isle before having his own flames turned against him.

Since becoming a Primaris Psyker, Xavier has become one of the leaders of the Adeptus Astra Telepathica on Avernus and leads the Battle Psykers.
Grandmaster Psyker Tamia Jameson
Age: 455 rejuve to 20

M: 15+7=22- Grandmaster Tamia Jameson is a competent commander who can lead both psykers and normal troops to war, though she is by no means a great general.
I: 13+11=24- Grandmaster Tamia Jameson is decently skilled at political intrigue, and an expert at making people underestimate her, with many people leaving their first encounter with her thinking her a stereotypical ditzy woman who gets by on looks rather then brains.
A: 17+2=19- Grandmaster Tamia Jameson is a skilled administrator who ensures that her division is the best run in the Adeptus Astra Telepathica.
L: 29+14=43- Grandmaster Tamia Jameson is quite simply a genius, who quickly developed an in-depth understanding of a whole range of topics and whose theoretical understanding of the Warp is unmatched.
P: 13+13=26- Grandmaster Tamia Jameson faith and will are strong enough that she has so far resited the whispers of the Warp, though they continue to plague her.
D: 16+19=35- Despite being one of the most powerful psykers on Avernus Grandmaster Tamia Jameson has very well developed social skills, with the flaws that her powers give her seemingly like charming eccentricities rather then anything sinister.
C: 21+21=42- Grandmaster Tamia Jameson's genius extends to the arts of war, where she is able to combine a wide range of attacks with her nateral grae to deverstating effect.
Psychic Power: 26+8=34 (350*36=12,600)- Grandmaster Tamia Jameson is in the middle of the Beta Psyker spectrum in raw power, though even this is more then enough for her to be counted among the most powerful psykers of Avernus
Control: 17+29=46- Grandmaster Tamia Jameson has a well develop control of her power and can easily manage the incredibly complex workings that the higher stages of Songweaving consist of.
(123/9+4=18)
Beta-Level Psyker (26 Power, -14 Control, -6D, *36 POwer Multiplier) – As a Beta-level Psyker, Tamia Jameson is very powerful psyker. She can draw on powers from the warp capable of matching the firepower of a Titan or hiding an army on the move.
A Fine Touch
(+5 Control, better at more subtle powers)- Tamia Jameson as always had a natural talent for the more subtle uses of her powers, a trait that has served her well.
Musical Prodigy
(+6D, +20 to songweaving rolls, major boost to all music)- Tamia Jameson has proven to be a musical prodigy from a very young age. While her training as a psyker has prevented her from developing this talent as much as she could have she still has enough raw skill and talent to be counted among the best musicians on Avernus.
Very Beautiful
(+3D, more likely to persuade people of the opposite sex) – Tamia Jameson is a very beautiful woman, with flowing blonde hair and a classic hourglass figure.
Avernite Bi-centenarian
(+6C, +2P, +1I, -2D when dealing with non-Avernites) – Having survived two centuries of life on Avernus Grandmaster Jameson have proven herself to be an expert warrior, the bearer of a strong will and very alert to danger.
Out of Xavier's Shadow
(+1L, +2I, +3C, +3 Power, +3 Control, +5 to rolls against Chaos Cults)- Where once Tamia lived in the shadow of Xavier, as a student of his with similar specialisations she has now moved well beyond this and made her mark in her own fields. She still regularly trains with Xavier, now her husband, though.
Skilled Pyromancer
(+2 Power, -1 Control, +20 to all Pyromancy rolls, can use more powerful Pyromancy)- Tamia Jameson has a natural talent with fire and can use her flames with a level of precision that few can match
Grandmaster of Telepathy (
+3I, +2D, -3 Power, +8 Control, +80 to all Telepathy rolls, can use more powerful Telepathic effects)– Tamia Jameson's mastery of telepathy is unmatched in the Imperial Trust, being able to both bend the will of entire armies in battle and slip past all but the strongest of mental defences.
Master Priamris Psyker
(+3M, +2D, +3P, +4C, +3 Power, +8 Control)- Tamina Jameson is a Master Primaris Psyker, one of the greatest living human psykers and a master of one of the psychic disciplines.
Hero of Salem (+1M, +1D, +2P, +1C,+1 Power, +4 Control) +20 to all rolls against daemons, cause fear in daemons)- During the First Daemonic Incursion then Primaris Jameson pushed herself past her limits fighting the daemonic forces. She was one of the main reasons that Salem held as well as it did, turning the tide of the battle at several key points. Due to her actions she is often alled the Desert Witch or the Hero of Salem by those who fought beside her.

Creator of Songweaving (+4L, +2D, +6 Control, +50 to attempts to use Songweaving)- Grandmaster Jameson is in the beginning stages of creating a new way of using psychic powers, called songweaving. While still in tyhe developmental stages this is a major achievement that demonstrates her control over her powers and understanding of the Warp.
Master of Siren Song (+1D, +1 Control, +50 to rolls using Siren Song)- Grandmaster Jameson is without a doubt the most skilled human user of Siren, being able to use it in ways that only Siren Queens were thought to be possible of.
Tireless (+1L, +1P, +2C, +1 Control)- Grandmaster Jameson has shown herself able to work effectively on barely any sleep for long periods of time. This talent showcases her great willpower and is useful in many circumstances.
Stage Precence
(+2D, +30 to rolls to effect morale with Psychic Powers)- Grandmaster Jameson is very skilled at manipulating the morale of armies in the field, or countering other psykers attempts to do the same.
Master Psychic Researcher
(+5 Control, +8L, +25 to all psychic research rolls)- Grandmaster Tamia Jameson has proven to be a master at the near impossible task of researching the warp itself, having a well developed talent for understanding the strange set of rules that it works by. If you can call them anything as immutable as rules.
Warrior of the Emperor
(+2M, +2P, +2C) – Grandmaster Jameson is certain that the Emperor has chosen the Avernites to carry the light in these dark times and that she is obliged to defend the Imperial Trust to her last breath to carry out this charge. As such she has put a great deal of effort into preparing herself for war.
Leader (+1M, +2A)- In her time as the leader of the Central Department Tamia Jameson has developed her leadership skills by a good amount.
Master of Psychology
(+5I, +3D, +25 to single-target Telepathy rolls)- Grandmaster Jameson has discovered much about the human mind and it's functions both conscious and unconscious. She has found this knowledge useful in both interacting with people and in target telepathy
Skilled Channeller (+2 Power) – By constantly pushing her powers to the very limit Grandmaster Tamia Jameson has learnt how to channel more power from the Warp safely.
Leashed Power
(+3D, +3 Control, +30 to rolls to hide her power)- Unlike most Psyker of her power Tamia is able to totally contain her powers, preventing others from sensing them. As well as being useful in stealth and a mark of her control this helps in her interactions with normal humans, who are often spooked by the presence of a powerful Psyker.
Survivor of the Crimson Skies
(+1P, +2C, +5 to all rolls against daemons)- Having proved herself against the most dangerous foes in the galaxy during the Second Daemonic Incursion Tamia Jameson has had her faith and combat skills tested.
Survivor of the Gilded Skies
(+2P, +1C, +5 to all rolls against daemons)- Having proved herself against the most dangerous foes in the galaxy during the Third Daemonic Incursion Tamia Jameson has had her faith and combat skills tested.

Tamia Jameson was born thirty-five years after the founding of Avernus in the city of Salem, the same city that she made her name in decades later. As a child she was quickly found to be a musical prodigy, able to play several instruments and sing difficult songs by the age of six. She was six when her life changed due to a visiting Witch Sniffer detecting a massive amount of psychic power within her at one of her recitals. She was quickly tested and found to be a Beta-level Psyker, one of the most powerful psykers born on Avernus.

For the next to decades Tamia Jameson lived in the Unseen University where she struggled to master her powers, despite developing one of the deepest understandings of the Warp on the planet. As her trials approached Tamia feared that she would fail to get enough control to pass, or even survive. This changed when she met the man whose existence had always dominated her mind. Priamris Psyker Gerald Xavier, the most powerful Avernite Psyker and one that she had always been compared to due to the fact that they were the only two Beta-level Pyromancer/Daemonologists that Avernus had ever produced. It was thanks to his tutelage that she passed the trails by a massive success and became one of the greatest psykers of Avernus.

For the next two decades Priamris Tamia Jameson continued her life as one of the most powerful psykers of Avernus, though always overshadowed by Priamris Xavier. This cahnged during the First Daemonic Incursion, where she not only pushed herself well past her limits but she managed to develop a new style of psychic powers, songweaving which suited her. Using songweaving and her mastery of the Siren Song Priamris Jameson was able to be a major asset against both daemons and cults, becoming known as the Desert Witch and the Hero of Salem. In the aftermath of the Incursion Priamris Jameson was put back under the mentor ship of Priamris Xavier, who as well as helping prepare her for promotion taught her much about dealing with cults. At the age of fifty-eight Priamris Tamia Jameson was promoted to Heroic Psyker, and counted among the great psykers of the Imperial Trust.

Meeting Tamia Jameson is interesting, in many ways she seems to be a slightly ditzy, very feminine, woman with her head in the clouds but at others she shows the ruthless practicality that she developed in The First Daemonic Incusion and the genius that has earnt her her reputation as the Unseen Universit'es brightest mind. Appearance wise she is a short, beautiful blond woman with clear green eyes and one of the most amazing voices that you have ever heard.
Age: 580 rejuved to 20
M: 13+4=17 (+9 martial bonus)- Grandmaster Aria is a decent commander of small units, though she should never be put in command of anything larger then a company.
I: 18+8=26- Grandmaster Aria is highly skilled at locating hidden psykers and sneaking up on them.
A: 10+4=14- Grandmaster Aria has developed into a competent administrator able to keep on top of her administrative duties with the aid of her staff.
L: 15+3=18- Grandmaster Aria has a good understanding of the Warp, including some of the more obscure knowledge.
P: 16+26=42-Grandmaster Aria has a deep faith in the Emperor and a will considered strong even by psykers.
D: 17+2=19- Grandmaster Aria combines very good control of her powers with well developed social skills, making her surprisingly able to hide her nature and interact with normal citizens.
C: 17+24=41- Grandmaster Aria is a highly skilled fighter, able to hold her own even without using her powers.
Psychic Power: 21+12=33 (275*6=1,950)-Grandmaster Aria is on the lower bounds of the Gamma-level of power, making her above average for an Priamris Psyker.
Control: 18+35=53- Grandmaster Aria has a level of control over her powers second only to High Grandmaster Ridcully, which she uses to great effect.
(114/9+8=20)
Artefact: Shield of the Infinite Abyss (+400 Warp resist, +1 armour, reduces concentration of Psykers who stare into it by -100)- Psykers who gaze upon this shield are drawn ever deeper into its depths, disrupting their concentration.
Delta-Level Psyker (21 Power, -7 Control, -4D, *6 Power Multiplier)– As a Delta-level Psyker, Grandmaster Aria is a powerful psyker. She can draw on powers from the warp capable of matching the firepower of a heavy tank or control entire unit of warriors.
Pure of Mind and Soul
(+3 Control, +3P, resistant to demonic possession) – Grandmaster Aria's mind and soul are pure and untainted despite the dark powers she can wield. If she was male there is a good chance that she would have been selected to be a Grey Knight rather then a Priamris Psyker.
Paragon trait Paragon Control Trait: Becalming Presence (increase Null Zone effects by 250%)- Aria's Null Zone creates an area on calm within the warp, reducing the efforts of those within it to the merest of ripples while strengthening the powers that Aria can wield.
Grandmaster Primaris Psyker
(+3M, +5C, +3D, +3L, +6P, +4 Power, +12 Control) - Grandmaster Aria is is a Grandmaster Primaris Psyker, one of the greatest human psykers in history.
Master of Daemonology
(+3P, +4 Power, +4 Control, +50 to all Daemonology rolls, can use more powerful Daemonology effects)– Grandmaster Aria is one of the few who can call themselves a master of Daemonology, able to meddle with the edge of the Warp and banish all but the most powerful of daemons.
Expert Telepath
(+1I, -1 Power, +3 Control, +30 to all Telepathy rolls, can use more powerful Telepathic effects)– Grandmaster Aria is a highly skilled telepath who can useher powers to locate a single mind in a teaming Hive, piece all but the best defended minds and turn entire regiments on the masters.
Master Witch Finder (+4I, +2D, +4 Control, +50 to all rolls to locate Psykers)- Grandmaster Aria has led the Witch Finders of Avernus since their founding over a hundred years ago. This experience has led to her being incredibly skilled at locating Psykers, both latent and active.
Grandmaster Witch Hunter (+1M, +2I, +2P, +3C, +1 Power, +4 Control, +50 to all rolls against Psykers)- Grandmaster Aria has spent the majority of her life hunting down and killing rogue psykers, many of them more powerful then she is. This experience has developed her skills in a range of fields, though especially in killing psykers.
Master Psychic Duelist
(+2P, +3C, +2 Power, +3 Control, +50 to rolls against psykers)- Grandmaster Aria is a master of psyker to psyker combat, able to defeat all but the greatest of psykers in a duel.
Null Zone
(+5 Control, +200 against Psykers and daemons, +200 to all rolls to counter psychic powers and effects, add portion of power of all psykers in Null Zone to her power)- Grandmaster Aria is incredibly skilled at draining the power of the Warp from an area with an ablity she calls Null Zone. Her Null Zone allows her to drain the power of hostile psykers and deamons, and either use it as her own or dissipate it into the Warp. It is partially a result of this skill that she is considered to be one of the best Psyker hunters on Avernus, despite being only a Delta-level Psyker.
Avernite Bi-centenarian
(+6C, +2P, +1I, -2D when dealing with non-Avernites) – Having survived two centuries of life on Avernus Grandmaster Aria have proven herself to be an expert warrior, the bearer of a strong will and very alert to danger.
Survivor of the Pink Skies
(+2P, +1C, +1 Control +5 to all rolls against daemons)- Having proved herself against the most dangerous foes in the galaxy during the First Daemonic Incursion Grandmaster Aria has had her faith and combat skills tested.
Survivor of the Crimson Skies
(+1P, +2C, +5 to all rolls against daemons)- Having proved herself against the most dangerous foes in the galaxy during the Second Daemonic Incursion Grandmaster Aria has had her faith and combat skills tested.
Department Head
(+4A, +1D)- In her time as Head of the Regional Department Grandmaster Aria has been forced to learn much about administration, and some about dealing with other people.
Survivor of the Gilded Skies (+2P, +1C, +5 to all rolls against daemons)- Having proved herself against the most dangerous foes in the galaxy during the Third Daemonic Incursion Grandmaster Aria has had her faith and combat skills tested.
Veteran
(+3C)- Grandmaster Aria has been on the front lines of several major campaigns over the course of her life, giving her a great deal of combat experience against a range of foes.
Self-Knowledge
(+3P, +2 Power, +3 Control)- With knowledge comes control, and Grandmaster Aria knows herself very well.

There is little remaining on what Grandmaster Aria did before being assigned to Avernus but it is known that she already had a reputation for defeating psykers, which was the reason for her assignment to Avernus. Once on Avernus Primaris Aria was initially tasked with hunting down Rogue Psykers and the more powerfully psychic wildlife, a task she proved highly skilled at. Several decades later when the Unseen University was founded Priaris Aria found herself in charge of the Witch Sniffers, those Psykers tasked with locating and then either recruiting or eliminating Psykers. While not as gifted at locating psykers as at eliminating Psykers Priamris Aria once more prospered in her position.

As the Unseen University continued to grow and the number of psykers on Avernus increased Priamris Aria, who remained the head of the Witch Sniffers and later Witch Finders, started to be tasked to hunt down rogue psykers more and more often as her aptitude for this continued to prove itself. It was during this time that she developed the ability she calls Null Field, which is one of the most effective anti-psyker abilities you know of. Unfortunately she has not been able to teach this power due to the combination of the incredible control that it requires, the deep understanding of Daemonology and something else she has not been able to explain, that is best referred to as an affinity for it.

After mastering the Null Field Aria became one of the best anti-psyker operative on Avernus, and so was often tasked with hunting down the more powerful of the rogue psykers found on the planet, many of them significantly more powerful then her. As such she continued to develop her talents at fighting psykers as well as those for locating them, to the point where she is now able to kill even beta-levels without to much issue. In fact despite her comparative weakness Aria has been known to defeat even Xavier in a spar when they are restricted to only using their powers.

As the Grandmaster of the Regional Department Aria is one of the leaders of the Adeptus Astra Telepathica, tasked with overseeing a range of offices both on Avernus and off it. She fulfills her duties diligently but her true delight remains fighting other psykers, whether in the sparring chambers of the City of Glass or in the field.
Master of the Midgard Office, Constanzo Nezi
Age: 430 rejuve to 20

M: 10+6=16- Master Nezi is average at best as an officer, a significant improvement over his youth.
I: 13+2=15- Master Nezi is not gifted at intrigue in any of its forms, though he is observant enough to avoid being fooled to easily and has enough experiance to avoid the larger pitfalls.
A: 11+4=15- Master Nezi has little talent or patience for administrative tasks, though he has been forced to become competant at them.
L: 13- Master Nezi has a good enough understanding of the Warp to avoid its pitfalls, though he is by no means a scholar.
P: 13+9=22- Master Nezi has a strong will and a stead faith, which have so far proven to be more then sufficient to keep his sanity intact despite the blandishment of the Warp.
D: 15+9=24- Master Nezi is a normal seeming and charismatic person, a skill that has been developed over the decades of leading a Psyker Academy on a former Imperial world.
C: 21+22=43- Master Nezi's mastery of combat and combat biomancy combine to make him one of the most deadly melee warriors in the Imperial Trust, with only the mightiest heroes being able to beat him.
Psychic Power: 23+2=25 (150*12=1,800)- Master Nezi falls in the middle of the range for Gamma-level Psykers, which while incredibly powerful by most standards makes him one of the least powerful Master Priamris Psykers in the Imperial Trust.
Control: 17+15=32- Master Nezi has a very high degree of control of his powers, which is what allows him to practice the high level combat biomancy that is his signature without causing and damge to his body.
(64/9+2=8)
Gamma-Level Psyker (23 Power, -10 Control, -5D, *12 Power Multiplier) – As a Gamma-level Psyker, Constanzo Nezi is very powerful psyker. He can draw on powers from the warp capable of matching the firepower of a Baneblade or healing even the most terrible of wounds.
Pure of Mind and Soul (+3 Control, +3P, resistant to demonic possession) – Constanzo Nezi's mind and soul are pure and untainted despite the dark powers he can wield.
Perfectly Sane (+6 Control, +4D) – Despite the mind-breaking powers he wields, Constanzo Nezi is perfectly sane unlike almost every other human psyker. In fact, if you didn't already know that he was a psyker, there is no way that you could tell from meeting him.

Avernite Elder (+4C) – Having survived half a century of life on Avernus Primaris Nezi has proven himself an expert warrior.
Master Primaris Psyker
(+2M, +4P, +2D, +3C, +4 Power ,+7 Control)- As a Master Priarmis Psyker Constanzo Nezi is one of the most skilled and stable psykers in the Imperial Trust, and is trusted to lead an entire planets worth of psykers.
Master of the Midgard Office (+2M, +2I, +4A, +7D, +1C)- Constanzo Nezi's time as Master of the Midgard Office has forced him to develop a large range of leadership, administrative, diplomatic and political skills.

Master of Biomancy
(+2C, +5 Control, -2 Power, +50 to all Biomancy Rolls)- Constanzo Nezi is considered to be the best biomancer that Avernus has been able to produce, being capable of boosting the capabilities of entire regiments at a time. What makes this een more impressive is that fact that most of this comes from his innate talent, you can only dream of the levels he will reach with more experience.
Master Combat Biomancer
(+6C, +2 Control, +50 to combat biomancy rolls)- Constanzo Nezi is incredibly skilled at enhancing his sophistical abilities with biomancy during combat, being able to move like lightning and hit as hard as a dreadnought.
Master of the Blade (+2M, +1D, +5C, +50 to melee combat rolls)- Constanzo Nezi is an mater swordsman capable of fighting with great skill as well as the overwhelming speed and strength that his powers give him.
Survivor of the Pink Skies
(+2P, +1C, +1 Control, +5 to all rolls against daemons)- Having proved himself against the most dangerous foes in the galaxy during the First Daemonic Incursion Constanzo Nezi has had hisfaith and combat skills tested.

Constanzo Nezi was born as a fourth generation Avernite seventy years after the founding of Avernus to a military family in Yphax. At the age of seven he was found to be a powerful psyker and taken to the Unseen University for training, where he excelled, being considered to be the most gifted psyker since Priamris Xavier and the greatest biomancer born on Avernus.

Due to the fact that he was near totally stable, highly gifted and on the verge of taking the trails Constanzo Nezi was conscripted to join the defence of the Unseen University during the First Daemonic Incursion. He was tested to his utter limits in this time and found himself pushing his combat biomancy to the point where he was far faster then the attacking daemons, which given their origin is terrifying.

In the years since the First Daemonic Incursion Primaris Constanzo Nezi has been undergoing intensive training in order to prove himself worthy of the rank his talent has secured him, t himself more then to others.

Inquisitor Klovis-Ultan spent a year investigating the Master of the Midgard Officer of the Adeptus Astra Telepathica, Constanzo Nezi. He found that while Master Nezi has made only moderate increases in his psychic skills his experience on Midgard has greatly developed his leadership abilities, both in war and in peace.

On meeting Constanzo Nezi he seems to be a well mannered disciplined officer from an elite regiment, with no indication of his massive psychic powers showing in his appearance or demeanor.
Age: 476
Martial: 14+7=21- Mittens is highly skilled at leading small group in infiltration and combat, though this does not translate to anything much above platoon sized.
Intrigue: 15+37=52- While Mittens has no talent for spy games, or understanding of them he is both surprisingly skilled at reading humans an unsurprisingly talented at stealth. In fact when it comes to sheer stealth the only person in the Imperial Trust who could possibly match Mittens is Commissar Sepet of the Phase-Tigers.
Administration: 4+1=5 - Mittens has little understanding of bureaucracy or how to operate it, though he has turned in filled out requisitions forms in the past as a prank.
Learning: 9+8=17- Mittens is surprisingly well educated due to his habit of attending the odd class at the Unseen University, though Xavier is still not sure when he learned to read and write.
Piety: 11+23=34- Like many natives of Avernus Mittens has a strong will and an incredible resistance to the lure of Chaos.
Diplomacy: 10+7=17- Mittens is surprisingly good at dealing with humans given his species and the tendency that people have of viewing him as just an animal. Though he often takes advantage of said tendency.
Combat: 16+33=49- Mittens is a terror in a fight, able to bypass almost any defense and attack from any angle.
Psychic Power: 5+20=25 (150*9.2=1,380)- Despite the fact that most Phase-Tigers are on the weak end of minor Psykers Mittens age and connectionto Xavier has boosted his powers to the lower bounds of Gamma-level.
Control: 11+23=33- Mittens has an very high level of control over his power, though by no means unmatched.

Phase-Tiger (+10I, +10P, +8C, -4A, -2L, roll all stats on two less dice, Power 5, *0.2 power multiplier, can use Phasing only, can not fail basic Phasing rolls, +100 to all stealth rolls, resistant to Chaos) - Mittens is a Phase-Tiger, a five meter long big cat they weighs almost a ton and has the ability to Phase at will.
"Xavier" Human Servant (roll all stats on one more dice, +9 power multiplier, +3M, +4I, +2A, +2L, +2P, +1D, +4C, +7 Power, +4 Control, can mind link with Xavier, can power link with Xavier)- Mittens has been the familiar of Primaris Xavier since Xavier was a teen and Mittens a cub, though for those who know them the power relationship between the two is not so simple. He shares an incredible bond with his human, which in part explains why he is far more intelligent then any Phase-Tiger has a right to be, and far more powerful.
Phase-Tiger Ancestor
(+10I, +8C, +5P, +5 Control, +3 all other stats, +100 to all stealth rolls, can not fail partial Phasing tests)- Mittens is around two centuries old, four times the maximum life expectancy of his species. This has allowed him to develop his innate gifts to an unheard of level.
Intrigue Paragon Trait: Coming Out of the Goddamn Walls
(triple stealth bonus for Phasing, triple ambush damage)- Mittens' skill at using his Phasing to hide is unmatched, as is his talent for making the best out of the ambush opportunities that this allows him. In the right terrain you would not be surprised if he could sneak up on an alert Honoured Greater Daemon, and possible kill it with an ambush.

University Cat
(+5L, +3D, +1 P, +1 Power, +2 Control, minimal level is all psychic disciplines) - Mittens has lived at the Unseen University since it was founded. In this time he has attended a massive range of classes, which has given him a surprisingly varied education. The few times he has turned in assignments has greatly shocked the lecturers, and is considered a major compliment among the staff.
"The Ash Cat"
(+1M, +6I, +5C, +2 Power, +1 Control)- Mittens was present for all of Xaiver's legendary feats, from the destruction of Manavik and the duel with the Angel of Betrayal onwards. These experiences have helped shape him into one of the most deadly hunters on Avernus.
Microphasing
(+6C, +4 Control, can microphase)- Mittens is the inventor and only known user of the technique he calls mircophasing, which involves phasing all of his body out by a lattice of nanoscopic blades. This is utterly deadly and has been known to reduce even armored enemies into goo.
Phased Blinking (+2I, +1C, +2 Control)- Mittens is able to blink while Phased, a feat that requires enormous control and provides several new options in terms of stealth and combat.
Skilled Pyromancer
(+2 Power, -1 Control, +20 to all Pyromancy rolls, can use more powerful Pyromancy)- Mittens is a skilled Pyromancer, and often enhances his blows with fire in combat.
Grandmaster Daemonologist
(+3P, +5 Power, +5 Control, +80 to all Daemonology rolls, can use more powerful Daemonology effects)- Between his innate skill with the discipline and centuries of experience Mittens has pushed his skill with Daemonology beyond mere mastery. It seems that the best Daemonologist in the Adeptus Astra Telepathica is a cat.
Mischievous (+2I)- Mittens is mischievous by nature and often pulls tricks on those around him.
Wraithwalker
(+3I, +2P, +1C, +25 to all stealth rolls vs psykers and daemons) - In the Second Daemonic Incursion Mittens, Grandmaster Xavier, and the Phase-Tigers killed countless daemons via stealth, learning how to hide even from the Warp touched eyes of daemons and earning the title of the Wraithwalkers.

Mittens was found as a cub by the then fifteen year old Xavier in the aftermath of the Necron Invasion. It is assumed that his mother died like many other Phase-Tigers in their conflict with the Necron Wraiths. Mittens was adopted by Xavier and a strong familer bond soon formed between the two.

Ever since then wherever Xavier is you can be sure Mittens is nearby, excluding the periods in Ophelia's youth where Mittens would remain with her whenever Xavier was called away by his duties. This has led to Mittens being in the middle of many of the most dangerous fights in the history of the Imperial Trust, where his stealth capabilities and combat skills have often proved to be invaluable.

When not on the field of battle or hunting down Heratics and Psykers Xaver is mostly at either the Unseen University or the City of Glass, and therefore so is Mittens. When Xavier is at work Mittens often wanders the area, and has often wandered into training sessions and stayed awhile. No one took any notice o this for many years until the first time that Mittens demonstrated that he was able to use pyromancy, an ability believed to be well outside of a Phase-Tigers range. Since then his psychic abilities have only increased, to the point where Mittens can now match a Veteran Primaris Psyker. This demonstrated that Mittens had been growing ever more intelligent and powerful over time, to he is now just as smart in his own way as a human of his age.

Mittens mostly behaves as a friendly if large house cat with a habit of ignoring the rules, whether they are of etiquette, common sense or ever of reality. However when necessary this changes utterly, and he demonstrates a level of focus and self-control that few humans can dream to match.

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Adhoc vote count started by Durin on Aug 7, 2018 at 10:04 PM, finished with 101844 posts and 20 votes.

Adhoc vote count started by Durin on May 30, 2019 at 8:59 PM, finished with 288 posts and 17 votes.
 
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The dice gods love you. I found stats by rolling 4d6 and choosing the highest 3 and my first roll, which was for martial was 4 sixes, I decided that the roll was so good I would give you 18 +d6 base martial and promptly rolled another 6. The character description is copied from Skewfied with one small change to represent your martial roll.
 
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