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
You know what the most amazing thing is? Vlad isn't that far beyond the curve. Sure he is arguably the most OP character we have but only just. Ridcully is almost as broken. As is Lin in his own way. Jacob is weaker but is within shouting distance despite his being a young child in comparison.
 
@Durin
1. are Thunder Warrior augments psychic in nature?

2. Are the blood angels curses psychic effects?
1. I'm 99% sure he already answered that as "no"
2. Black Rage is 100% a psychic effect (it's literally a psychic super-flashback), Yellow Doom is also psychic due to it's very nature (since it's a narrative/fate/luck based effect), Red Thirst is bit more unclear. Since it's a geneseed flaw it's likely at least partially psychic but we will likely need to do reasearch/wait for information from BDs to know more details.
4. Can he give an example of things that only the BCS could kill? Is the Bunyip one?
The bunyips are "just" incredible strong, but nothing too exotic, they hard hard to kill in same ways as Thodeny Elder Dragons are. Vlad is most likely speaking about weird shit like exotic warp entities, more exotic Time-Twisted Plains Inhabitants, conceptual beings and other bizarre and esoteric crap from Caverns and similar places.
 
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5. I can't recall if Areatha or someone has mentioned them IC, but if we do have knowledge of them, does Vlad have any recommendations on how to negotiate with the Fay?
I'm fairly sure Areatha already gave an answer to this:

3. Does Areatha recommend staying away from them, or ripping the band aid off and getting in contact to make it clear that they are to **** off?
3. staying away
 
2. Black Rage is 100% a psychic effect (it's literally a psychic super-flashback), Yellow Doom is also psychic due to it's very nature (since it's a narrative/fate/luck based effect), Red Thirst is bit more unclear. Since it's a geneseed flaw it's likely at least partially psychic but we will likely need to do reasearch/wait for information from BDs to know more details.
Red Thirst was there originally, but its strongly hinted to be something Khorne threw in, which Khabanda fully activated IIRC.

The bunyips are "just" incredible strong, but nothing too exotic, they hard hard to kill in same ways as Thodeny Elder Dragons are. Vlad is most likely speaking about weird shit like exotic warp entities, more exotic Time-Twisted Plains Inhabitants and other bizarre and esoteric crap.
Given that Vlad considers them to be the most dangerous animal category Avernite he's encountered I'd hold off from saying that they can't be exotic with pure physical abilities.

I'm fairly sure Areatha already gave an answer to this:
Aye, but Vlad may have something to add...probably not, but good to check no?
 
Given that Vlad considers them to be the most dangerous animal category Avernite he's encountered I'd hold off from saying that they can't be exotic with pure physical abilities.
OK, I look back in the discord and Durin said that what makes them dangerous is "4. sheer psychical capabilities". I'm not sure if he misspelled "physical" or "psychic". But anyways it seems they are dangerous in "kills 2d3 Titans per combat turn" kind of way, not "it's an ethearial being that is personification of dread" way.
 
OK, I look back in the discord and Durin said that what makes them dangerous is "4. sheer psychical capabilities". I'm not sure if he misspelled "physical" or "psychic". But anyways it seems they are dangerous in "kills 2d3 Titans per combat turn" kind of way, not "it's an ethearial being that is personification of dread" way.
Maybe its both and psychical is just the word you use when describing something that is so overwhelmingly potent in both spheres that the differentiation in either becomes meaningless.

Though Psychical is a real term for psychic.
 
Sepet's trait
Commissar of the Phase-Tigers (+3M, +18I, +5P, +5D, +13C, +2 to all stats, +25 to stealth rolls for forces under his direct command, +15 to morale for forces in his presence, near guaranteed not to die, double statistic bonuses when commanding Phase-Tigers)- Commissar Sepet is the Commissar of the Catachan 813th "Phase-Tigers", the most legendary force of warriors in the Imperial Trust and has been since their founding a decade before the initial colonization of Avernus. As such he is a master of stealth, a deadly warrior and an inspiring figure.

Vlad's trait
Commissar of the Phase-Tigers (+1M, +2I, +1D, +2C, +5 to stealth rolls for forces under his direct command, +15 to morale for forces in his presence, less likely not to die, double statistic bonuses when commanding Phase-Tigers)- Under the name of Commissar Sepet Vlad became the Commissar of the Catachan 813th "Phase-Tigers", the most legendary force of warriors in the Imperial Trust and has been since their founding a decade before the initial colonization of Avernus.

Its kinda crazy how little of a boost Commissar of the Phase-Tigers is to Vlad and how much he was able to hide in it while in Sepet mode.
 
This is weird. Should that trait not reflect the gains from being Commissar of the Phase-Tigers?

How the hell does that increase Intrigue by +18? When he was guaranteed to have been a Paragon for millennia before he met them?
 
This is weird. Should that trait not reflect the gains from being Commissar of the Phase-Tigers?

How the hell does that increase Intrigue by +18? When he was guaranteed to have been a Paragon for millennia before he met them?

It does.

Difference is Vlad himself didn't gain much from it hence the different versions of the trait.

Presumably as Sepet he pretended he did gain a lot from it, when in actuality he was just pretending and reducing his sandbagging.
 
I feel like we need to ask Vlad how he faked his paper-work...did he sneak into various places and make false documents of his own non-ancient origins?

actually...why not... @Durin
...whats his response to the above?
 
I'm just impressed the Red Skies was badass enough that he got another Trait for it.

At his age, another Trait is a Big Fucking Deal.

GJ Khorne, you buffed up a REALLY sneaky git!
 
I feel like we need to ask Vlad how he faked his paper-work...did he sneak into various places and make false documents of his own non-ancient origins?

actually...why not... @Durin
...whats his response to the above?
He only faked being a Comissar. He got assigned to the Catachan 813th, which got assigned to Avernus, through random chance. Or at least, "random chance".
 
He only faked being a Comissar. He got assigned to the Catachan 813th, which got assigned to Avernus, through random chance. Or at least, "random chance".
I think he's referring to the E in Sepet's sheet.

With benefit of hindsight seeing Vlad Tepes in Dalv Sepet is fairly obvious, but his sheet's heading is Dalve Sepet, which kinda throws me off at least.
 
Hasn't Durin said that hidden traits or unknown factors can result in the 'base' roll being modified? Seems likely in retrospect that "natural" 100 was just Vlad showing a bit more of his true capability in a tough spot.
Possibly, but the roll was for the Phase tigers and Xavier as a whole.

Regardless see

Sepet's
Wraithwalker (+3I, +2P, +1C, +25 to all stealth rolls vs psykers and daemons) - In the Second Demonic Incursion, Commissar Sepet, the Phase-Tigers, Grandmaster Xavier, and Mittens killed countless daemons via stealth, learning how to hide even from the Warp touched eyes of daemons and earning the title of the Wraithwalkers.

Vlad's
Wraithwalker (+1I, +1P, +25 to all stealth rolls vs psykers and daemons) - In the Second Demonic Incursion, Commissar Sepet, the Phase-Tigers, Grandmaster Xavier, and Mittens killed countless daemons via stealth, learning how to hide even from the Warp touched eyes of daemons and earning the title of the Wraithwalkers.

While it's likely he didn't learn too much from it, he still learnt from it, indicating that the nat 100 was enough for him to grow.
 
Berserker badgers
Berserker badgers

Found in the northern edges of a number of regions of Avernus, the Berserker Badgers are a recent threat, emerging less than 200 years ago. Approximately 1.6 meters nose to tail on average, they are mammalian quadrupeds. they possess a fairly narrow body with a long snout, and short legs for their body size. They are known for being shockingly aggressive. In combat they rely on a crushing bite able to compromise trooper armor, and incredibly hard and sharp claws. Typically they hunt in packs of 5 to 12 individuals. Typical hunting strategy is fairly simply, they get as close as possible to their prey and then sprint into melee. While not masters of stealth, their low profile and skill at moving through underbrush often enables them to get fairly close before being spotted. This is made far more concerning by their capacity for intense bursts of speed, often being able to close gaps dozens of meters long before more than a few shots can be fired.


The sheer aggression of the species is enabled by 2 characteristics. The first is a high degree of organ redundancy, enabling them to withstand wounds that would kill most other averntie wildlife, the second if their inherent power. When incapacitated, a Berserker Badger will teleport back to its den. This form of teleportation seems limited to an area the creature considers "home" but is extremely long ranged, difficult to interdict and immensely reliable. Typically a Berserker Badger will fight until it has sustained disable injuries, before falling unconscious and teleporting home. However they are able to activate the power consciously, often using it after a successful hunt to return home quickly with more meat than could be carried. Offensive use of the power has also been observed, with a Badgers clinging tightly to a large animal before Teleporting away and taking chunks of the victim with it, though in some cases the badger was unsuccessful, removing itself from the fight without damaging its foe. It is worth noting that should a badge be rendered unconscious through any means, it will instinctively activate its power and return home.

Observation of dens has revealed that a wounded Badger will remain unconscious until their injuries heal, a process that can take weeks for particularly gruesome injuries. During this time it will need to be protected and fed by other members of the pack. For this reason it appears that no more than half of a badger pack will leave the den at a time. There are no confirmed instances of a badger succumbing to wounds that do not kill it outright, in one case a specimen was able to eventually recovering from the destruction of nearly 30% of its body.

Killing a Berserker badger seem to require either destroying much of its body or destroying its brain. Anything less and the creature will teleport home. Frustratingly, this has greatly limited the reliability of autopsies. As intact corpses are difficult to acquire, even should the creatures be decapitated, the teleportation reflex will be at least partially initiated, dealing significant damage to the corpse. So far the source of their ability to survive what should be lethal wounds has not been conclusively identified. However the remains of a membrane have been found wrapped around most major organs, and is suspected to play a major role. Frustratingly, some quirk of their nature means the membrane is rarely intact in deceased examples, and so far attempts at vivisection have failed due to their teleportation ability.

*it is worth noting while there is a visual superficial resemblance to the badger species, the resemblance is entirely superficial. The explorer who named them seeming more interested in alliteration than accuracy.


@Durin some more wildlife. If anything needs to be changed let me know.
 
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The sheer aggression of the species is enabled by 2 characteristics. The first is a high degree of organ redundancy, enabling them to withstand wounds that would kill most other averntie wildlife, the second if their inherent power. When incapacitated, a Berserker Badger will teleport back to its den. This form of teleportation seems limited to an area the creature considers "home" but is extremely long ranged, difficult to interdict and immensely reliable. Typically a Berserker Badger will fight until it has sustained disable injuries, before falling unconscious and teleporting home. However they are able to activate the power consciously, often using it after a successful hunt to return home quickly with more meat than could be carried. Offensive use of the power has also been observed, with a Badgers clinging tightly to a large animal before Teleporting away and taking chunks of the victim with it, though in some cases the badger was unsuccessful, removing itself from the fight without damaging its foe. It is worth noting that should a badge be rendered unconscious through any means, it will instinctively activate its power and return home.
I'd add an additional thing to this, that if they are of the same genus as badgers even if they're not really badgers, then their thick fur and body structure is well set up to resist attacks on their vital organs, which increases the effectiveness of their organ redundancy.

Still think it'd have been awesome for em to be regenerators, proper wolverines :)
 
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