Be'lakor's attempt to enslave the Five Great Gods of Chaos has mostly failed, casting the realms of Chaos into a civil war that will last for centuries. These leaves the rising forces of the sane, coordinated by the Grand Conclave and recently joined by the Silent King of the Necrons, as the only force able to stop the Void Dragon and its ever growing legions of technological horrors. While the forces of sanity are on the rise the Void Dragon is inarguably the most dangerous being in galactic history, and will be the greatest challenge yet.
And in the reaches of Pacificus, Governor Fredrick Rotbart of Avernus is planning on stepping down. The Imperium has been dead for over a thousand years, and hope is in sight.
This is the sequel to Embers in the Dusk and Sparks at Midnight, while I will try and make it possible for new players to start here I would advise you read that first.
Characters
Each entry includes a link to their wiki page which may have more in depth information.
Minor Characters can be found in the wiki.
Fame is how well know you are, both for good and for ill. It governs how far your other two reputation traits spread. single digit fame is known on a planet wide level double digit fame is known on a sector wide level triple digit fame is known on a region wide level four digit fame is known on a Segmentum wide level five digit fame is known on a galactic wide level six digit fame is known outside of the galaxy- The Silent King is the only person known to have this level of fame.
Prestige is how much your skills and achievements are respected. High Prestige makes your professional opinion more respected. 25 is your words are listened to 50 is your opinion carries weight 75 is where you can push though most things in your field 100 is where in your field what you say goes 1000 if what you say oppose every bit of know wisdom in your field, you are right
Standing is how much you are respected. High Standing makes your opinion as a whole more respected. 25 is your words are listened to 50 is you are trusted to make significant decisions 75 is where you could possibly lead the organisation 100 is where you could become a absolute ruler on your reputation alone 1000 is where you are worshiped as a god
The Governor's Office
Nurma Kessal, Governor of Avernus
Age: between 182 ( rejuved to 20
Gender: Female
Homeworld: Avernus Fame: 17 Prestige: 45 Standing (Avernus): 54 Standing (Council of Peoples): 40 Standing (Imperial Trust): 35
Martial: 18+6=24 - You have enough training in the arts of command to understand what your generals are discussing and even offer some suggestions. Intrigue: 16+12=28- You have some talent and training in stealth but are by no means an expert. Administration: 13+20=33- You have spent most of your life preparing for governorship and are an expert administrator verging on mastery. Learning: 23+11=34 - You areby all standards a genius with an understanding of the Warp that matches that of a dedicated psychic researcher of centuries of experience. Will: 17+16=33- You have a solid will and will not bend. Diplomacy: 17+20=37- You have a solid understanding of people, how to work with them, and how to convince them. Combat: 20+21=41- You are rapidly becoming one of the greatest warriors of Avernus, though you are still far below the peak inhabited by the likes of the Oakhearts.
(Trait value 104/7+Skill Value -0.5=14.5)
Paragons and Artifacts
Innate Traits 8th Century Avernite (+2M, +3W, +4C, +1 to all stats, 10,000x as likely to be born a psyker)- Nurma was born eight hundred years after the colonisation of Avernus, and as such has been heavily augmented beyond baseline by the world of her birth. Magical Genius(+6L, has basic Warp Sense, can eventually take Telepathica research actions, better relationship with the Telepathica)- Despite not actually being able to use it, Nurma has an incredible ability to understand how the Warp works, one only exceeded by the most experienced psykers. Rapid Learner (-2 skill value)- Nurma has a prodigious ability to learn and develop new skills, one that will stand her in good stead. Gets People (+2D)- Nurma has always been good at just understanding how people work Danger Sense (+1C, less likely to die (5%))- Nurma tends to be able to react to danger slightly before others, a very useful survival trait. Chosen for Greatness (+1 to all stats, triple chance of random events, -2 skill value, ) - Nurma has been chosen by fate to die young or reach greatness, and is well on track to becoming Great.
Acquired Traits
Young Hand of Avernus (+3M, +4A, +3W, +2 to all stats, +2 Fame, +25 Prestige, +30 Standing (Avernus), +20 Standing (Council of Peoples), +20 Standing (Imperial Trust))- Nurma has gone through all the training needed to count among the Hands of Avernus, those elite few who act as the Governor's troubleshooters, representatives and heirs. Left Hand of Governor Rotbart the Great (+5 Fame, +5 Prestige, +10 Standing (Avernus), +5 Standing (Council of Peoples), +5 Standing (Imperial Trust)-Nurma has been selected as the Left Hand and therefore the successor to Rotbart the Great, which carries with it both a level of respect and a lot of expectations Student of Martinus Argall (+3A, better at delegation)- Nurma found herself a mentor in Martinus Argall, and has learned the value of knowing when and how to delegate tasks to those under her. Unlike her predecessor. Expert Avernite Administrator (+4A, +2C)-Nurma is the model of an Avernite Administrator, highly organised, efficient and deadly.
(+6M,+4I,+14A, +5L, +7W, +6D, +8C, better at delegation, +17 Fame, +35 Prestige, +45 Standing (Avernus), +30 Standing (Council of Peoples), +30 Standing (Imperial Trust))- Nurma Kessal is the second human to be chosen as Governor of Avernus, and is entrusted with command over humanities richest and most powerful world. A task she has proven herself to be capable of. Avernite Bi-centenarian (+6C, +2W, +1I, -2D when dealing with non-Avernites) – Having survived two centuries of life on Avernus Kessal has proven herself to be an expert warrior, the bearer of a strong will and very alert to danger. Master Delegator (+6A, +4D, +1 Personal Action a decade)- Nurma is a master at delegating work and ensuring that each job is tasked to the subordinate best-suited to it. This frees up a lot of her time for other projects. Master of the Oakheart School(+5C, +2I, +1D, +50 to rolls with selected weapon)- Nurma is one of the younger masters of the Oakheart School in its history. Raised by Xenos (+2D, +2I, +10 Standing (Council of Peoples), -5 Standing (Imperial Trust))-Nurma was in large part raised by shapeshifter Xenos, giving her a rather different viewpoint of non humans. Magical Scholar (+4L, better Telepathica relationship) - Nurma has studied the theoretical side of magic enough to be counted as an expert in the subject. Educated in the Sciences(+2L, better Mechanicus relationship)- Nurma has had a solid education in science, something that helps in interactions with the Adeptus Mechanicus. Danger-Sense (+1I, +1C, less likely to die (5))- Nurma has a talent for feeling coming dangers entirely unrelated to her psychic senses. You tested. Silver-Tongued (+1I, +2D)- Nurma is rather talented at talking people into doing things that they know they should not be doing. A useful skill as a leader. Strong Will (+2W)- The responsibilities that Nurma is now being saddled with as the Left Hand have hardened her will. Combat Sa-Sense(+1I, +1C, less likely to die (5))- Nurma has learned how to use her ability to sense Sa in combat, giving her another sense to detect and track enemies. Expert Orator (+4D, +2 population morale)- You are an expert orator who knows how to use words to convince and inspire. Psychic Resistance (+2W, +20 to rolls to resist psychic effects)- Nurma has developed ways to better resist psychic powers based on her Sa-Sense, which as well as being useful for dealing with hostile psykers is also useful for psychic laboratory accidents. Self-Control- (+3W, +1D)- Nurma has developed an extremely high level of self-control, which, as well as helping her resist many psychic effects, is also helpful for controlling microexpressions.
Lyrzo-Omega-0: a Magos assigned to assist Archmagos Veneratus Extremis Explorator Tranth, Lyrzo-Omega-0, (Omega-0 to his friends) specialises in the design of psionically enhanced technology. Omega-0's primary area of focus is in the joining point between the psionic effect and the mundane technology, ensuring that the enhanced output of the warpcraft does not cause the device to malfunction. He met Nurma during his work on integrating Runes at naval scale. While the technology he was working with was well beyond Nurma, she was able to assist his understanding through her native grasp of narrative and the effects it could have on psytech, allowing Omega-0 to overcome a dead end he had reached by thinking of the runic effect as a black box rather than a holistic part of the device. Omega-0 values Nurma's input more than those of most psykers, as she is able to both understand warpcraft and explain it in a way he finds sensible, both due to her own understanding of technology and her lack of the eccentricities of most senior psykers. Randel: a psyker working to create psytech from the psionic sides, Randel found a major project stalling out due to falling afoul of a major Adeptus Mechanicus theological debate in regards to what knowledge can be shared with outsiders. An issue Numra was able to greatly assist with. While she could not resolve the debate that was stalling out his progress, she was able to find an alternative approach to the problem he was working on that required a far less holy technology, effectively sidestepping the issue. Randel has found Numra an extremely helpful ally for resolving issues with the technological side of psitech both due to her greater understanding of machines, and her greater authority granting her better access to the Adeptus Mechanicus. Vorgun Scragson: a living ancestor of the squats, Vorgun met Numra when visiting Avernus to do a feasibility study of establishing a clan upon the Hell world. Numra made quite the impression, speaking of her home with both clear affection and brutal honesty. He was quite impressed that she spoke with honesty, rather than trying to convince him to settle upon her world despite her people standing to gain from it. While Vorgun ultimately decided that the cost in blood would be too steep to settler upon Avernus, he has maintained sporadic contact with Numra and considers her an honourable and honest woman.
Calemirdes: Eldar Far-Seer, part of Ridiculy's Seer Council. Named Sharp-eyed one as a child she had flashes of vision long before stepping on the Path of the Seer. In an older age before the coming of Ynnead she would not have survived to adulthood. This marked her as talented, but also gave her a particular sympathy to human psykers who all have to live through this terrifying loss of control. She was quite disappointed to find that most human seers can't get any use out of her advice. Talking shop with Nurma has always been more enjoyable as she soaks up insights into the warp like a sponge and is in no danger of Perils of the Warp. Alas the danger of death is still present. Hopefully fate will be kind. Rehcaet: a Huanglong dragon, a shapeshifting being of the Warp charged by the world to teach heroes, Rehcaet has been working to ready Numra for her duty since she was first taken into the Hands. While they initially sought to take on the persona of a mysterious stranger, Numra was unimpressed and sarcastically asked if their name was Rehcaet, with the cheerful answer that it was proving to be a defining moment of their relationship with Numra. Rehcaet has continued to teach and test Numra in ways both open and subtle, for her part she views the ancient guardian as an eccentric uncle. This has persisted even with her ascension to governor, though he is now notably more willing to put her in touch with his peers, and while they do not take orders from her they might be willing to take requests for who would be worthy of tutelage. John Deva: a native of Avernus turned Deva of the Triumvirate, John in recent decades returned to Avernus to act as a Diplomat to the Council of peoples. While favouring the appearance of a human, Legally he was a Shifter in life. A polite fiction that Numra almost overturned when she ran into him during a diplomatic function. Numra very nearly exposed him simply through her greater knowledge of Shifter culture, fortunately she was able to pass his misstep off as Shifter humour. She was able to establish an odd friendship of sorts with John as she taught him elements of Shifter culture he would be expected to know, including the norms that caused the shifters to leave discovering them up to him. The pair have since bonded over both being removed from the norm of human upon avernus, both seen perversely xenophilic though for different reasons. While John is a lesser Deva, his role as a diplomat to a major power lends his voice a great deal of reach, on occasion he has even spoken directly with Faust.
Nurma Kessle's childhood was a significant diplomatic incident. Due to several embarrassing miscommunications, bad luck, and a notable disaster, less than a tenth of the inhabitants of the bushman compound she was born in were actually human. Her family was no exception to this, with only one of her four parents being human. To say this has had a profound effect on Nurma would be an understatement.
Unsurprisingly, being raised by a shifter, two kitsune, and a human has left Nurma with an extremely open mind. While raised in a compound, Nurma was a magnet for trouble and experienced no shortage of excitement and adventure in her youth. Still, her wits, diligent training, and keen magical senses kept her alive and helped her community prosper.
As her odd but happy childhood concluded and she stepped into the world of adulthood, she was suddenly and unexpectedly recruited into the Governor's Hands. Ridcully himself had seen her potential, as well the nexus of fate that seemed to have affixed itself to her soul, and had ordered her recruitment centuries before her birth.
During her training as a Hand, she was found to have an incredible aptitude for magic, often able to match the understanding of psykers decades her senior through simple intuition. She received a solid education in the field as a result, which, together with her broad education and affinity with Avernite species, allowed her to contribute to a wide variety of magic-related ventures and projects.
While her primary focus has always been magic, Chief Administrator Martinus Argall mentored her to become an effective leader of the bureaucracy she was destined to lead. While she is nowhere near matching the legendary skill of her mentor, she has become an impressively skilled administrator.
Nurma has an almost stereotypical Avernite marriage, with one wife, two husbands, and a small dynasty of descendents.
Ælfgar Korrapati, Second Vizier of Avernus
Fame: 12- Ælfgar Korrapati is well known as a military academy, and as one of the best instructors in the famed Avernus Officers Academy. He gained widespread attention however by being one of the minds behind the Avernite New Model Army. Prestige: 74- Ælfgar Korrapati is is a highly respected administrator, who has been the de facto governor of Avernus multiple times. Standing (Avernus): 42- Ælfgar Korrapati was one of the most respected teachers at Avernus' most respected military educational institute, and has the trust of his former students, many of whom are prominent Avernites. Standing (Imperial Trust): 12- Ælfgar Korrapati's reputation has read to the other military academies of the Imperial Trust, but not that much beyond them.
Age: 718, rejuved to 20
M: 18+11=29- Vizier Korrapati has one of the best academic understandings of war on Avernus, his military command experience tops out at a battalion level. As such he makes a far better adviser then he does a general, but is excellent in that role.
I: 13+5=18- Vizier Korrapati understands the importance of subtlety and practices basic precautions but little more.
A: 17+15=32- Vizier Korrapati's time in the Avernus Officers Academy has helped him develop a high level of administrative skills and knowledge, skills which have only improved in his time as Vizier.
L: 23+10=33- - Vizier Korrapati is a genius who is considered to be one of humanities greatest experts on the theoretical side of warfare.
W: 15+16=31- Vizier Korrapati has a strong will and firm self-knowledge to determine what thoughts come from without.
D: 17+13=30- Vizier Korrapati's long experience at teaching have made him a skilled speaker and orator.
C: 20+23=43- In battleVizier Korrapati shows the skills he tries to impart to his students, calming taking down key enemies with carefully placed bursts of fire.
(93/7+3.5=16.5)
Paragons and Artifacts
Innate Traits
Acquired Traits
Avernus Officers Academy Professor (+6M, +4A, +3L, +2P, +3C, +5 to morale of force under his command, his subordinates are more likely to gain stats and traits)- Vizier Korrapati has spent most of his life teaching a variety of courses at the Avernus Officers Academy. This is a good indication of his military knowledge which is considered to be the best on Avernus. Acclaimed Military Academic(+1A, +3L, +1D, his subordinates are more likely to gain military stats and traits)- Vizier Korrapati is an acclaimed military academic with an in-depth theoretical understanding of almost all aspects of war and a proven talent for teaching them. Avernus Officers Academy Rifle Instructor(+1M, +1I, +1D, +5C, +50 to ranged combat rolls with rifles, +50 to rolls to teach rifle skills, his subordinates are more likely to gain rifle trait )- Vizier Korrapati has a natural talent with rifles that has shown from a very young age and was what originally led to his posting in the Avernus Officers Academy as an instructor. After centuries of training both himself and others Vizier Korrapati has developed both his skill with the rifle and his ability to teach it to mastery. Expert Teacher(+1L, +2D, +30 to all rolls to teach)- Vizier Korrapati was considered one of the best Professors in the Avernus' Officers Academy, a reputation that was built as much on his teaching skills as his knowledge of his subjects.
(+7M, +1I, +5A, +7L, +2W, +4D, +9C, +5 to morale of force under his command, +50 to ranged combat rolls with rifles, -4 to subordinate skill value, his subordinates are more likely to gain military traits, his subordinates are more likely to gain rifle traits, +50 to all rolls to teach, +50 to rolls to teach rifle skills)- Vizier Korrapati is the primary teacher of the Hands of Avernus, a group gaining a reputation for heroic feats in many fields. In particular Nurma Kessal is looking like a legend in the making. This has helped raise his reputation as a teacher and mentor to legendary. Officer (+3M, +1A, +2C -1D, -1I)- Ælfgar Korrapati was a well-respected major in the Avernite Helltroopers before he was posted to teach full time at the Avernus Officers Academy. Avernite Bi-centenarian (+6C, +2P, +1I, -2D when dealing with non-Avernites) – Having survived two centuries of life on Avernus Vizier Korrapati has proven himself to be an expert warrior, the bearer of a strong will and very alert to danger. 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 Vizier Korrapati has had his faith and combat skills tested. 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 Vizier Korrapati has had his faith and combat skills tested.
Skilled Administrator (+4A)- In his time running the Governor's Office Vizier Korrapati has developed a deep understanding of the bureaucracy and how to make it work for him. Expert Bureaucratic Leader (+2A, +3D)- Ælfgar's skill for organising and leading his Administratum Adepts is noteworthy and has led to significant increases in various KPI under his direction. Together We are Strong (+3D, +3W)- Vizier Korrapati forms strong ties with those around him, which he uses to strengthen his will when it wavers. Proven Leader (+4I, +2D, +5 Prestige, +5 Standing (Avernus)) - Ælfgar has proven himself as a leader to both the various power structures within the Avernite Goverment and to your people as a while. Unbreakable Spirit (+6W, +3C)- Ælfgar Korrapati has had his will tested by a Keeper of Secrets and countless other temptations without bending. While many underestimate him, this mild-mannered teacher has a strength of spirit that is considered rare even among the herpes of Avernus. Well Organised (+2A)- Vizier Korrapati has learned how to keep his department and files well organized, allowing for things to preclude smoothly and making it less likely for tasks to fall through the cracks.
Ælfgar Korrapati was born a hundred and nine years after the colonisation of Avernus as the grandson of some of the first Midgardian immigrants to Avernus, and the son of a respected doctor. From a young age, he demonstrated a level of genius that few could match and an equal talent for battle. Unsuprinly he was given a place in the Avernus' Officers Academy and graduated at the top of his year, his scores riveling legends such as Samanta Khol and Archilles Waters. Ælfgar Korrapati proved to be a gifted but not exceptional officer, though the high level of marksmanship displayed by his subordinates attracted attention. This talent for teaching remained with Ælfgar Korrapati as he climbed the ranks until at the age of eighty then Major Ælfgar Korrapati was tapped for a tour of duty teaching marksmanship at the Avernus Officers Academy.
As well as being one of the better Rifle Instructors of the Avernus Officers Academy Major Korrapati used what free time he had to sit in on as many advanced classes as possible and learn all he could from his peers in their fields of interest. Soon enough he was teaching other fields such as Logistics, External Military Studies and several other theoretical courses. As time went by now Colonel Korrapati became one of the most respected professors of the Avernus Officers Academy and one of the better staff officers in the Imperial Trust as a whole.
Ælfgar Korrapati is both a teacher and an academic and loves both teaching his subjects and learning more about them. You have spent many an evening debating military theory with him and have found him both confident in his knowledge and willing to learn, a rare combination in your experience. As the Vizier of Avernus he is tasked with running the Governor's Office, and therefore plays a key part in the upbringing and training of the Hands, a task that he has excelled in.
Departmento Munitorum
Age: 849, rejuved to 25 Fame: 186- Lord General Rakes is a renowned commander who has been one of Avernus' senior officers since the time of the Imperium. His true claim to fame however is a trio of shots he landed against the Daemon Primarch Mortiarian. Prestige: 95- Lord General Rakes is one of the best human officers alive, and multiple of his camapgns are considered required reading in military academies across the Imperial Trust. Standing (Avernus): 81- Lord General Rakes is one of the oldest and most respected military officers on Avernus, a world that is dominated by its army. Standing (Imperial Trust): 58- Lord General Rakes is the Lord General of Avernus, considered to be the most skilled and disciplined human soldiers in existence.
Martial: 17 + 31(46) = 48(63) (+119 or +245 martial bonus) – General Rakes is an master at defensive warfare with few equals, though he is merely an expert when on the attack. Intrigue: 16 + 15 = 31– General Rakes has an understanding of the importance of covert operations to warfare and a a solid level of skill in carrying out his own. Administration: 18 + 9 = 27 – General Rakes is a skilled administrator able to keep his forces well supplied for the extended sieges he specializes in. Learning: 10 + 6 = 16 – General Rakes has the education required for an Avernite officer of his rank. Willpower: 17 + 22= 39 – General Rakes has a strong and tested will, and an abiding faith in the Emperor. Diplomacy: 13 + 4 = 17 – General Rakes has little patience for diplomatic niceties, but has learned how to use them. Combat: 16 + 38 = 54(+835 combat bonus) – General Rakes is a highly skilled soldier and a crack shot with his rifle.
(121/7+6=23)
Paragons and Artifacts
Paragon Marksmanship Trait: Triple Tap (double penetration when using rapid fire weapons, triple critical damage, double effective weapon range)- Lord-General Rakes banished the Daemon Primarch Mortiarian himself by landing three prepared shots at exactly the same place. While he was moving. At double the longest recorded hit for that rifle. Innate Traits
Acquired Traits Lord-General of Avernus (+5M, -1I, +2A, +1D, +3C)– Tychon Rakes is the Lord-General of Avernus, considered to be the greatest officer on a world devoted to War to an extent that few other worlds can contemplate. Avernite Bi-centenarian (+6C, +1I, +2W, -2D when dealing with non-Avernites) – Having survived two centuries of life on Avernus General Rakes have proven himself to be an expert warrior, the bearer of a strong will and very alert to danger. Leads from the front (+3C, +1D, +10 to morale of forces under his command, more likely to die in battle) – General Rakes always leads his men from the front, fighting among the common troopers were he claims that he can feel the flow of the battle better. Whether or not this is true, it is undisputed that his men fight harder when their general is fighting beside them. Paragon Marksman (+3M, +5I, +1W, +12C, +80 to ranged combat rolls)– General Rakes's accuracy is impossible, being able to his tiny weaknesses in a foes defences with rapid fire outside his weapons prefered engagment range. Grandmaster Tactician (+8M) – General Rakes has developed a mastery of tactics and battlefield positioning that has few equals, even among the generals of Avernus. An Officer to the Bone (+2M, +1D) – General Rakes is an officer of the Avernite PDF, nothing more and nothing less.
Grandmaster Defender (+3M, +1A, additional +6M when defending, +40 to morale of forces under his command when defending) – General Rakes is one of the best defensive commanders on Avernus, always knowing when a position needs to be reinforced or abandoned as well as how to best launch spoiling assaults on the besieger. When on the defensive only the greatest of forces can make him budge, and even then grudgingly.
Complete Defence (+3I, +50 to counter enemy scouts and infiltrators) – General Rakes has developed a real talent for setting up his defences so that the enemy has great trouble sneaking infiltrators past them, or even accurately scouting out his front lines. He still can't keep the Phase-Tigers out reliably, though.
Perfect Defence (+4M, +4W, +4C, additional +4 M when defending, +25 to all forces under his direct command when defending) – Between General Rakes textbook defence of Cassarondo during the Third Daemonic Incursion and what he has learned assaulting the Defence of the Daemon Primarch Perturabo his ability to create and command defences pushes the boundary of the possible.
Defender of Hvergelmir (+1M, +2I, +1A, +2C, +2M when defending, +20 to rolls by all forces under his command when defending, additional +20 to morale rolls by all forces under his command when defending, less likely to die) – General Rakes commanded the main defenses during the defence of the Hvergelmir Prime Fortress against Hive Fleet Grábakr, and held the line despite the unending tide of monsters unleashed on his forces. This push his skills as a general to their limits, and gave him a reputation as one of the greatest masters of defensive warfare in the Imperial Trust.
Defender of Cassarondo (+1M, +1W, additional +2M when defending, +10 to all forces under his command, and +10 morale to all forces under his command when defending Cassarondo, +2 Prestige, +3 Fame) - General Rakes has defended Cassarondo, Avernus' northernmost city from all attacks in several Daemonic Incursion no matter the odds against him. This has given him an intimate knowledge of the city and its environs, and how to best defend it.
(+9M, +5I +3A, +6W, +6C, additional +15M when defending, +70 to all forces under his command when defending, +70 to morale of forces under his command when defending, +50 to counter enemy scouts and infiltrators, less likely to die, +10 Prestige, +5 Fame)- General Rakes is the greatest defensive specialist among the generals of Avernus, second only to the Governor Himself in his field. His reputation for holding his ground is legendary, as is his men's willingness to hold against even the most horrific of attacks.
Survivor of the Pink Skies (+2W, +1C, +5 to all rolls against daemons – Having proved himself against the most dangerous foes in the galaxy during the First Daemonic Incursion General Rakes has had his faith and combat skills tested. Survivor of the Crimson Skies (+1W, +2C, +5 to all rolls against daemons) – Having proved himself against the most dangerous foes in the galaxy during the Second Daemonic Incursion General Rakes has had his faith and combat skills tested. Survivor of the Gilded Skies (+2W, +1C, +5 to all rolls against daemons) – Having proved himself against the most dangerous foes in the galaxy during the Third Daemonic Incursion General Rakes has had his faith and combat skills tested. Survivor of the Green Skies (+2W, +1C, +5 to all rolls against daemons, +2 Prestige) – Having proved him/herself against the most dangerous foes in the galaxy during the Fourth Daemonic Incursion … has had his/her faith and combat skills tested.
(+8W, +5C, +30 to all rolls against daemons, +5 Prestige)- General Rakes has led his men through five Daemonic Incursions, including the Grand Incursion. This has tested his skill and strength of will as nothing else has, even the defence of Hvergelmir. Tailored Education (+6L, +1D) – General Rakes has put in a great deal of effort to learn the more abstract aspects of war after being caught up due to not knowing them several times. Unconventional Fighter (+4I, +3C)– General Rakes prefers to fight using rather unconventional methods and excels at catching his foes off guard. Skilled High Commander (+3M, +10 to all forces under his grand command)- Lord-General Rakes has learned how to command armies scattered across entire fronts and sectors.
Tychon Rakes was born to a upper class family on the planet of Zerus twenty years before the colonisation of Avernus. He joined the Officers Academy as soon has he was old enough and was a newly graduated Lieutenant when Avernus was colonized. Much to many of his soldiers surprise he manged to survive and prosper on Avernus, eventually becoming a respected officer. He continued to slowly rise in the ranks for the next few decades until he reached the rank of colonel after his superior fell in the assault on Barovik during the First Siege of Midgard.
Due to the skill that he had always displayed in defensive operation Colonel Rakes was reassigned to a position in one of the first Avernite Siege Infantry Brigades, where he quickly proved to be one of the most gifted officers. He remained there until Waaagh Garkill, where he took command of his brigade after the Brigadier was killed during the defence of The Fens from the main Ork attack. In recognition of his astute command of his brigade for the rest of the engagement he was promoted to Brigadier after the end of the campaign.
Brigadier Rakes and the 9th Helltrooper Siege Infantry Brigade next saw combat in the Assault on Fjol IV, where they were one of the most successful of the Siege Infantry Regiments in the Avernite Army, which attracted the attention of several senior officers. For the following few decades Brigadier Rakes was shifted though several posts in preparation for promotion, which came about six years before the First Daemonic Incursion.
Major-General Rakes was the commander of the defenders of Arbor during the First Daemonic Incursion, and as such came under heavy attack. Being one of the northernmost cities Arbor suffered some of the lightest casualties in the Incursion, a fact that is almsot solely credited to Major-General Rakes command. After going over his after action reports his defence of Arbor started to be used as a textbook example of defending a city from a Daemonic Incursion, and he became known as one of Avernus' greatest defensive experts.
As such it was not surprising when he was slated to command the defenders of Iota One when it was first founded, and was given command over the regions PDF forces when they were formally formed a few years later. He remained in this position for several centuries, even as it grew from a Marshal's posting to that of a general. In this time he gained a reputation for being the best defensive commander on Avernus bar the Governor himself, a reputation that made it no suprise when he was selected to become the Lord-General of Avernus after Lord-Gerneal Khol announced her plans to retire.
Lord-General Tychon Rakes is a highly professional man, who always uses exact military protocol and has a reputation for being strict but fair to his subordinates.
Age: 462, rejuved to 25 Fame: 50- General Hajek is the General of the Avernite Helguard considered by many to be the best army scale formation that humanity has ever produced. Prestige: 68- General Hajek is a highly skilled general whose combined arms warfare has become a core part of most military academies curriculum. Standing (Avernus): 45- General Hajek is the General of the Avernite Helguard, and as such is highly regarded by the the people of Avernus. Standing (Imperial Trust): 31- General Hajek is one of Avernus's generals, and as such has a level of respect beyond what a general from most others worlds would be afforded.
Martial: 17+25(30)=42(47)- General Hajek one of the best generals on Avernus, a master at commanding mixed task forces, of every size. Intrigue: 14+5=22- While not exactly good at stealth tactics, General Hajek is highly alert and knows how to watch out for them, both on a personal and tactical level. Administration: 16+4=20- General Hajek is a skilled administrator who can easily oversee the logistics for entire armies. Learning: 12+10=22- General Hajek has the required education for an Avernite General. Willpower: 18+10=28- General Hajek has a strong will, formed on the plains of his home and tested in two Daemonic Incursions. Diplomacy: 9+3=12- General Hajek is a rather unsociable man among the very social Avernites, a legacy of his upbringing in the bush. Combat: 20+27=47-General Hajek can be counted among the most deadly members of the Avernite Armed Forces, with only legends being beyond him.
(84/7+3=15)
Paragons and Artifacts
Innate Traits
Acquired Traits General (+4M, +1A, +2C -1D, -1I) – Erwin Hajek has though dint of hard work, tactical skill and survival risen to become one of the most senior military officers of Avernus. Grandmaster Tactician (+8M)- General Hajek has a deep understanding of how to apply the principles of military command on the battlefield, which is evident through a mastery of tactics that few can dismiss. Bushman Born and Raised(+3I, +1W, +5C, less likely to die (5))- Erwin Hajek was born and raised in the bush in Terascon. As such he had to develop a level of awareness and combat skills considered exceptional even for Avernites from a very young age. Combined Arms Master(+3M, +3L,+1D, +5 martial when using 3 or more unit types, no penalties for varied forces)- General Hajek is a master at combining multiple types of formation into a single unified army, a talent that becomes more and more valuable the further he is promoted. Avernus Officers Academy Graduate (+3M, +3A, +2L, +2W, +3C) – General Hajek is a graduate from the Avernus Officers Academy and therefore has a though education in military matters. Avernite Bi-centenarian (+6C, +2W, +1I, -2D when dealing with non-Avernites) – Having survived two centuries of life on Avernus General Hajek has proven himself to be an expert warrior, the bearer of a strong will and very alert to danger. Grandmaster Rifleman (+2I, +3M, +8C, +80 to ranged combat rolls with rifles)- General Hajek has always wielded rifles of some variant into combat and has pushed his skill with them to around the limits of what is possible. Survivor of the Grand Incursion (+1M, +4W, +3C, +15 to all rolls against daemons, +5 Prestige)- General Hajek led his men through the Grand Incursion, and saw war on a scale that few can even dream of. ConvinceMe(+2M, +1W)- General Hajek is willing to at least listen to the most wild of theories and ideas with an open mind, and is very unlikely to believe that anything is impossible. While this could be a weakness in many places, when combined with the nature of the Avernite military and his preference for combined arms operations it has allowed him to accept even strange advice from unusual, but reliable sources. Psyker General (+1M, +20 to psykers under his command)- General Hajek has developed an expertise at leading psykers to battle, and making best use of their rather unusual abilities. Reasonable Leader (+1L, +3D)- General Hajek tires to be a reasonable leader who gives out praise where it is earned and condemnation when it is deserved. Magical Education (+2L, +10 to psykers under his command)- General Hajek has studied magic enough to develop a thorough understanding of the capabilities of his psykers.
Erwin Hajek was born three hundred and seventy-nine years after the Founding of Avernus to one of the first bushman families in Terascon, the land of Dragons. Like most bushmen he had a dangerous life, by Avernite standards, and got accustomed to death and battle at a young age. Like many bushmen Erwin Hajek enlisted in the Avernite Army, where he did well enough in the tactical portions of boot to be offered a place in the Avernus Officers Academy, the Imperial Trust's premier officer training academy. In the Officers Academy he did well but not exceptionally, always near the top of his class but not at the top.
It was at Hvergelmir that the young Lieutenant Hajek first saw war on a grand scale, and where he first distinguished himself. Despite his young age and lack of experience Lieutenant Hajek was able to keep the majority of his platoon alive in some of the heaviest fighting in the war, and even keep half of the company alive after finding himself in command three weeks into the battle. While it was decided that Lieutenant Hajek lacked the experience needed for a promotion to Captain, he had attracted the attention of his superiors and saw a rapid rise through the ranks, hitting colonel by a hundred.
Seventeen years later the Fourth Daemonic Incursion began, and his regiment was stationed in Mirkwood under Champion Surt of Muspelheim. Colonel Hajek once more rose to the occasion, and his regiment held the line against several possible breaches, beating back forces that should have been able to overwhelm them. By the end of the war Colonel Hajek had lost over ninety-percent of his men, and gained a reputation as a rising star. He furthered this reputation by taking to the New Model Army reforms with gusto, and proving himself skilled with the combined arms tactics that the new Model Army is built on.
This reputation saw him deployed to some of the toughest fronts in the Iron War, where he continued to preform well, rapidly rising in the ranks. By the time that the Iron War had ended the hundred and sixty year old Erwin Hajek was one of the younger Lieutenant-Generals in the Avernite Army. Fifty years later he received a promotion to Marshal, a rank he held at the Grand Incursion. During the Grand Incursion Marshal Hajek's army was deployed against the aerial forces led by Ygeradhath the Scourge, though they mostly ended up fighting Angyls. Once more Erwin Hajek proved himself to be a skilled and steady commander, and was promoted to full general in the priod of rebuilding that followed the Grand Incursion.
General Hajek is a rather unsociable man, who tends to treat those around him as colleagues rather then friends with only a handful of exceptions and is rather awkward in social situations. An awkwardness that was greatly amplified by his awe towards you when you met him. Despite this he is a skilled and professional officer that can already be counted among Avernus' best, and might end up reaching the lofty heights of Lord-General in the future.
Age: 532, rejuved to 25 Fame: 68- As well as being an respected general of Avernus, General Herman is considered to be the best shot that the Imperial Trust has ever produced. Prestige: 51- As a general of Avernus General Herman's abelites are undoubted, though not considered exceptional within that context. Standing (Avernus): 52- Avernites have a great deal of respect for a general who can kill the enemy champion with a single well placed shot. Standing (Imperial Trust): 39- There is something about someone who can kill a daemon prince in a single shot that inspires respect.
Martial: 18+14=32- General Herman is a skilled and dependable general, though not exactly innovative. Intrigue:13+19=33- General Herman understands the importance of covert operations, and is rather good at them. Administration: 9+15=25- General Herman is able to fulfil the administrative duties of her position without any issues. Learning:14+5=19- General Herman has the education expected of an officer of her rank, and has worked to improve it on certain topics. Will:14+15=29- General Herman has a strong will based in her belief in the importance of duty and keeping one's word. Diplomacy:10+4(2)=14(12)- General Herman is by no means charismatic, though she rarely offends those she interacts with. Combat: 18+31=50- General Herman is a master marksman of a level of skill that defies belief. .
(96/7+4.5=18.5)
Paragons and Artifacts
Paragon Combat Trait: A Single Well Placed Shot (gain combat bonus equal to half foe's total bonus for first round of duel) — General Herman has killed countless champions and heroes with a single well-placed shot before turning her attention towards more important matters. Innate Traits Natural Warrior (+3C)- General Herman has a natural talent for combat that few can equal, talent that she has developed with countless hours of training. Acquired Traits General (+4M, +1A, +2C -1D, -1I)- Karen Hermanhas 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, +2W, +1I, -2D when dealing with non-Avernites) –Having survived two centuries of life on Avernus General Herman have proven herself to be an expert warrior, the bearer of a strong will and very alert to danger. Avernus Officers Academy Graduate (+3M, +3A, +2L, +2W, +3C)-General Herman is a graduate from the Avernus Officers Academy and therefore has a though education in military matters. Grandmaster Marksman(+2M, +3I, +8C, +50 to ranged combat rolls)- General Herman has devoted an incredible amount of time over the centuries pushing her accuracy with her master-crafted weapons to the very limit and is one of the best shots on Avernus. Trustworthy(+5A +3W, +2D)-General Herman makes it a point of pride to be trustworthy always ready to fulfil her duty and keep her word, no matter what. Honest (+1D, -1I)- General Herman has always been the honest sort, which has its advantages and disadvantages. Stealth Training (+4I)- Since the death of General Hofler General Herman has started to train in stealth and covert operations in his memory. Much to her surprise she has proven to be far more gifted in this field then she was back in basic when she last tested herself in it. True Grit (+3W, +3C)- General Herman has the combination of stubborn willpower and toughness that allows her to keep fighting with wounds that would knock out, if not kill, most others. Master Avernite Administrator (+6A, +2C)– General Herman is a master of Administration who always ensures that her forces are well supplied and organised, though that in no way diminishes her combat abilities. Expert Strategist (+3M, +15 to all rolls by troops under her overall command)- Over her years in command, General Herman has developed a level of strategic understanding beyond the level that most generals achieve, though not quite to what you would consider true mastery. Master Shadow Warrior (+8I, +3C)- Over the years General Herman has continued to hone her skills at stealth, both on a personal and operational level. She is starting to reach the level that she can call herself a master of the field.
Survivor of the Crimson Skies(+1W, +2C, +5 to all rolls against daemons)- Having proved herself against the most dangerous foes in the galaxy during the Second Daemonic Incursion General Herman has had his faith and combat skills tested. Survivor of the Gilded Skies(+2W, +1C, +5 to all rolls against daemons)- Having proved herself against the most dangerous foes in the galaxy during the Third Daemonic Incursion General Herman has had her faith and combat skills tested. Survivor of the Green Skies (+2W, +1C, +5 to all rolls against daemons, +2 Prestige)- Having proved herself against the most dangerous foes in the galaxy during the Fourth Daemonic Incursion General Herman has had her faith and combat skills tested.
(+1M, +7W, +5C, +25 to all rolls against daemons, +5 Prestige)- General Herman has led her men through five Daemonic Incursions, including the Grand Incursion. This has tested her skill and strength of will as nothing else has. Psyker General (+1M, +20 to psykers under his command)- General Herman has developed an expertise at leading psykers to battle, and making best use of their rather unusual abilities. A Specific Education (+1I, +2L)- General Herman has educated herself thoroughly on the various sensory capabilities of her foes. Allied Commander(+1L, +2D, +10 to allied forces under her command)- General Herman has learned how to command forces from outside the Imperial Trust and use them as they should be used not like Trust formations.
Karen Herman was born as the third living child of a poor family in Helm's Deep. As such when she talked about joining the Avernite PDF to fulfill her duty to Avernus she was strongly encouraged to pursue her dream, in large part due to serving with the PDF for a few tours of duty being among the best ways to pull yourself up to the middle class in Avernus. After gaining a scholarship to the Avernus' Officers Academy Karen Herman scored some of the better marks in both tactics and combat in her year and was put though Helltrooper training shortly after graduating.
Lieutenant Karen Herman's first large scale battle was the defence of Dûrandur during the Siege of Svartalfheim, where she distinguished herself as part of the Helltrooper Division tat broke the siege, an act which earned her a promotion to captain. Twenty-five years later as a recently promoted Major Karen Herman was stationed in Gormec with the 73rd Helltrooper's during the 2nd Daemonic Incursion and by the end of the battle found herself leading what remained of her regiment, and several nearby PDF regiments due to heavy losses among the senior officers. In the aftermath of the incursion she was promoted to colonel and given command of the 57th Fair Island PDF Regiment, a position that she struggled with due to her rapid promotion, but still managed to excel due to the sheer effort she put into her duties. Over the next century Karen Herman slowly climbed the ranks, until by the 3rd Daemonic Incursion she was a junior Lieutenant-General in the Avernus' Spine PDF. Despite this between her skilled defense of Gormec and the losses suffered in the Incursion, with much of the regions senior PDF Officers going down with Helm's Deep, she found herself promoted to the Marshal of Avernus' Spine, the third to hld that rank after the legendary General Samanta Khol and the short lived Marshal Lilly Pletcher, who held the rank for less then a year before dying.
Karen Herman is a rather by the books officer, no-nonsense and focused on her duty above all else. This is in large part due to a combination of the importance that she places on duty, and due to the fact that she feels out of place at her current rank and is trying not to mess it up.
Age: 772, rejuved to 25
Fame: 52- General Ozolinsh is the the current Shadow General of Avernus, that legendary worlds expert on covert warfare .
Prestige: 88- General Ozolinsh's expertise in covert warfare is legendary within the Imperial Trust, and her judgment is taken as fact in that field.
Standing (Avernus): 60- General Ozolinsh is one of the most respected officers on Avernus, known for commanding forces to succeed in impossible missions. .
Standing (Imperial Trust): 41- General Ozolinsh has spent centuries as one of the most respected generals on Avernus, and her reputation has spread far into the Imperial Trust.
Martial: 17+23(25)=40(42)- General Ozolinsh is a skilled commander able to handle forces of any size, though she is well short of being called one of the greats. Intrigue: 18+32=50- General Ozolinsh is a true master at the difficult art of leading light forces to war, and maintaining enough control of them to coordinate them without restricting their initiative overly. Administration: 14+4=18- General Ozolinsh can complete her administrative duties competently. Learning: 14+3=17- General Ozolinsh has the education that is required by her position. Will: 14+14=28- General Ozolinsh has a strong will and will do what needs to be done. Diplomacy: 14-4=10- General Ozolinsh pays little attention to social niceties, though she can use military manners if she has to. Combat: 18+32=50- General Ozolinsh is one of Avernus' best snipers and is a deadly warrior at other ranges.
(103/7+7.5=22.5) Paragons and Artifacts
Innate Traits
Acquired Traits General (+4M, +1A, +2C -1D, -1I)- Lina Ozolinsh has though dint of hard work, tactical skill and survival risen to become one of the most senior military officers of Avernus. Avernus Officers Academy Graduate (+3M, +3A, +2L, +2W, +3C)-General Ozolinsh is a graduate from the Avernus Officers Academy and therefore has a though education in military matters. Avernite Bi-centenarian (+6C, +2W, +1I, -2D when dealing with non-Avernites) –Having survived two centuries of life on Avernus General Ozolinsh has proven herself to be an expert warrior, the bearer of a strong will and very alert to danger. Grandmaster Sniper (+2M, +4I, +8C, +80 to ranged combat rolls)- General Ozolinsh's skill with a sniper rifle has few peers and no betters on Avernus, with countless enemy officers and champions having fallen to a well-placed shot of her Exitus Rifle. From the ranks (+1M, +3I, +2C -3D, -2L)- General Ozolinsh spent over a century as a sniper before being commissioned, time which has shaped her view on war ever since. Sniper Instructor (+2I, +2C, +20 to ranged combat rolls, bonus to combat gain for subordinates) - Then Sergeant Lina Ozolinsh spent a tour of duty acting as an instructor for your sniper school, a position which demonstrates just how good she is at her art. Impossible Focus (+3W, +3C)- General Ozolinsh's ability to maintain her focus while on the brink of death and in the hands of a daemon of the Tempter has saved her soul in the past.
Survivor of the Pink Skies(+2W, +1C, +5 to all rolls against daemons)- Having proved herself against the most dangerous foes in the galaxy during the First Daemonic Incursion General Ozolinsh has had her faith and combat skills tested. Survivor of the Crimson Skies(+1W, +2C, +5 to all rolls against daemons)- Having proved herself against the most dangerous foes in the galaxy during the Second Daemonic Incursion General Ozolinsh has had her faith and combat skills tested. Survivor of the Gilded Skies (+2W, +1C, +5 to all rolls against daemons)-Having proved herself against the most dangerous foes in the galaxy during the Third Daemonic Incursion General Ozolinsh has had her faith and combat skills tested. Survivor of the Green Skies (+2W, +1C, +5 to all rolls against daemons, +2 Prestige)- Having proved herself against the most dangerous foes in the galaxy during the Fourth Daemonic Incursion General Ozolinsh has had her faith and combat skills tested.
(+1M, +9W, +6C, +30 to all rolls against daemons, +5 Prestige)- General Ozolinsh has led her men through five Daemonic Incursions, including the Grand Incursion. This has tested her skill and strength of will as nothing else has. Expert Defender (+2M, additional +2M when defending, +20 to the morale of force under her command when defending) - General Ozolinsh combines solid defences with hit-and-run tactics to rep a bloody toll on her enemies. A Generals Education (+1M, +3L)- General Ozolinsh has in recent years put in a major effort to improve her academic knowledge of war, an effort that has paid off in several ways. Master Tactician (+5M)- General Ozolinish is an expert tactician whose skills at battlefield command can't be denied even by her detractors. Shadow General of Avernus (+12I, +25 to stealth roles of forces under her command)- General Ozolinsh is the shadow general of Avernus, a title that she earned in truth on Valinor where the forces under her command clashed in the shadows with the servants of the Shadowlord himself. Legacy of the Phase-Tigers (+3I, +10 to stealth roles of forces under her command)- With the shifting of the Phase-Tigers to Ynnari command, the other stealth forces of Avernus have needed to step into their shoes, a task that they have actually managed under the command of General Ozolinsh. Right Place, Right Time (+4M, +2I, +1C) — At its most simple, both stealth, war and sniping boil down into being in the right place at the right time. Everything else is about getting there.
Lina Ozolinsh was born fifty-seven years after the colonisation of Avernus to a middle class family in Aridia. She was orphaned a mere two years later in Garkill's first waaagh when her parents were killed by stray artillary during the siege of Silver Lakes. Afterwards Lina Ozolinsh was raised by her fathers best friend, a police detective. She had what seemed to be a very normal childhood for the era, and like many of her peers enrolled in the PDF as soon as she reached adulthood. In the PDF her innate marksmanship soon got her a position as a sniper, a roll she flourished in.
Lina Ozolinsh's first real test came a mere dozen years after graduating boot camp, when the first daemonic incursion hit. In the Incursion she distinguished herself by sniping several deamonic champions, leading to her being recruited by the Helguard during the cult uprising that followed. She spent most of the next century in the Helguard acting as a sniper, though she did spend a tour of duty acting as an instructor in the Lindon Sniper School. It was during the Imperial Trust's first expansion that then Sergeant Ozolinsh's talents for command were recognized, and she found herself at the Avernus Officers Academy. Unsurprisingly the hundred and fifty year old veteran was near the top of her class in the Officers Academy, and after graduating quickly rose to the rank of major.
Over the next few centuries Lina Ozolinsh steadily climbed though the ranks of the Avernite military, until she was selected to replace Marshall Rakes as Marshal of Duet after his promotion to Marshal of the Helltroopers.
Marshal Lina Ozolinsh is a cold and practical woman, who sees little use for all but the most basic of social niceties and is willing to sacrifice her men without a flinch if required. Suposodly this was not always the case and was developed as a result of her time as a sniper, where she had to wait as her comrades died so she could line up her shot.
Age: 814, rejuved to 25
Fame: 60- General Stumpf has held her position one step from the top of the Avernite military for over six hundred years, time in which her reputation as a skilled general and swordswoman has spread far and wide.
Prestige: 75- General Stumpf is a veteran among veterans, and her reputation among the soldiers of the Imperial Trust is unshakable.
Standing (Avernus): 65- General Stumpf has been an institution of the Avernite military for most of its existence, and is considered to be next in line for Lord-General of Avernus .
Standing (Imperial Trust): 48- General Stumpf has commanded mixed armies in many of the Imperial Trust's most defining battles, and has earned a solid reputation throughout the Trust as a result. .
Martial: 13 + 24 = 37 (+70 martial bonus) – General Stumpf is an experienced officer able to lead forces of all compositions well in pretty much any situation. Intrigue: 17 + 2 = 19 – General Stumpf is skilled at commanding harassment forces and countering said tactics, though she is by no means a master. Administration: 7 + 12 = 19 – General Stumpf is a competent administrator for her rank, but only that. Learning : 15 + 9 = 24 – General Stumpf has an very good understanding of the capablites of all of the Imperial Trust military and many other armies. Wilpower: 9 + 22 = 31 – General Stumpf is a firm believer in the Emperor and her position as one of his warriors. Diplomacy: 15 + 2 = 17 – General Stumpf is able to inspire her soldiers to do their duty, but is not great orator. Combat: 13 + 37 = 50(+875 combat bonus) – General Stumpf is a skilled warrior able to match all but the greatest of foes with her blade.
(108/7+3.5=18.5)
Paragons and Artifacts
Innate Traits
Acquired Traits
General (+4M, +1A, +2C -1D, -1I)- Taneka Stumpf 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, +2W, +1I, -2D when dealing with non-Avernites) – Having survived two centuries of life on Avernus General Stumpf has proven herself to be an expert warrior, the bearer of a strong will and very alert to danger. Leads from the front (+3C, +1D, +10 to morale of force under her command, more likely to die in battle) – General Stumpf always leads her men from the front,fighting among the common troopers were she claims that he can feel the flow of the battle better. Whether or not this is true it is undisputed that her men fight harder when their general is fighting beside them. Master Swordswoman (+2M, +1I, +5C, +50 to melee related rolls)– While General Stumpf lacks the innate talent that many have for the blade, she had made up for this with extensive training and centuries of experience. While she gained mastery far later than many, her deep wells of experience will allow her to triumph over many young geniuses.
Military Brat (+3M, +2A, +1L, +5C, +10 morale to all frces under her command) – Taneka Stumpf is the only child of a pair of Cadian Sergeants and spent her entire early life around soldiers, which helped prepare her for the rest of her life in the army. This gave her a good grounding in all of the skills required for life as a soldier. Experienced (+1M, +2A, +3L, +2C) – Marshal Stumpf has served in almost every type of formation that Avernus fields and held every officers rank for at least two decades. This gives her a great deal of experience and a better understanding of the capabilities of the forces of Avernus then almsot everyone. Avernus Officers Academy Graduate (+3M, +3A, +2L, +2W, +3C) – Marshal Stumpf is a graduate from the Avernus Officers Academy and therefore has a though education in military matters.
(+9M, +8A, +7L, +3W, +11C, +1 to all other stats, +20 morale to all forces under her command) – General Stumpf was born, raised and trained to be a soldier and has since spent centuries in every position within the Avernite military. This has ingrained her nature as a soldier so deep that she is a soldier in the same way that she is human. Master Strategist (+5M, +25 to rolls by troops under your overall command) – General Stumpf is a master strategist, able to lead forces to victory against the odds no matter what scale of battle she is commanding. Fight in His Name (+8W, +3C) – General Stumpf devotes her life to opposing the enemies of the God-Emperor to an almost worrying degree, devoting her entire life to doing his work while he can not. Leader (+2M, +1D) – General Stumpf has developed into an inspiring leader of the years, able to lead her forces with both skill and confidence no matter the situation.
Survivor of the Pink Skies (+2W, +1C, +5 to all rolls against daemons) – Having proved himself against the most dangerous foes in the galaxy during the First Daemonic Incursion General Stumpf has had her faith and combat skills tested. Survivor of the Crimson Skies (+1W, +2C, +5 to all rolls against daemons) – Having proved herself against the most dangerous foes in the galaxy during the Second Daemonic Incursion General Stumpf has had her faith and combat skills tested. Survivor of the Gilded Skies (+2W, +1C, +5 to all rolls against daemons) – Having proved herself against the most dangerous foes in the galaxy during the Third Daemonic Incursion General Stumpf has had her faith and combat skills tested. Survivor of the Green Skies (+2W, +1C, +5 to all rolls against daemons, +2 Prestige) – Having proved herself against the most dangerous foes in the galaxy during the Fourth Daemonic Incursion General Stumpf has had her faith and combat skills tested.
(+9W, +6C, +30 to all rolls against daemons, +5 Prestige)- General Stumpf has led her men through five Daemonic Incursions, including the Grand Incursion. This has tested her skill and strength of will as nothing else has. Avernite Administrator (+2A, +1C)- General Stumpf follows the rather uniquely Avernite preconception of administration, which includes being just as skilled with a sword as with a pen. A Tailored Education (+2L, +1A)- General Stumpf has taken the time to ensure that she has a through academic education on logistics to supplement her more practical training and experience. Skilled Tactician (+2M)- While she prefers the grander scale, General Stumpf is no slouch at commanding a single battle.
Taneka Strumpf was born to a pair of Cadian Sergeants fifteen years after the foundation of Avernus. Given that they did not leave active duty she was effectively raised by the Third Company of the Second Battalion of the 103rd Cadian Shocktroopers until she got old enough to join the Avernite Officers Academy. While her upbringing had prepared her better for life as a solider then most of her classmates she had only a moderate amount of natural talent and only progress though the ranks slowly. Despite this she was a good enough soldier and officer to both survive and not make any blunders large enough to prevent her promotion, and slowly and surely rose though the ranks. Over the first hundred and fifty years of her life Taneka Strumpf served in the Helguard, Helltroopers and all of the regional PDFs as well as several specialised regiments, getting a great deal of experience in a wide range of situations. This served her well after her promotion to Lieutenant-General in Everglades, where she continued to serve as a reliable and steady officer.
Marshal Strumpf is a a professional solider with a no-nonsense attitude who in many ways acts more like a veteran sergeant then one of Avernus' most senior officers. This changes when she in on the clock, and suddenly develops an officers bearing.
Age: 228, rejuved to 25 Fame: 105- The story of the prince of Midgard to migrated to Avernus and become both its highest rank migrant and the youngest general since the proliferation of Juv-nat has spread far and wide. Prestige: 40- As a general of Avernus General Ericsson's abilities are undoubted, though his position as the newest of that exalted company has its impact. Standing (Avernus): 31- While Avernites have a great deal of respect for those who climb to the rank of General, their image of a general clashes with that of a young Midgardian Prince barely into his third century of life. Standing (Imperial Trust): 58- Between the connections offered by his birth family, his very existence being a take that to Avernite Arrogance and the respect due to his position General Ericsson is well liked by the Imperial Trust.
Martial: 22+10(12)=32(33)- General Ericsson has an innate talent for command honed by both experience and the teachings of the Avernus Officers Academy. While he can command forces of any scale, it is at the grander scales that his true talents manifest. Intrigue: 16+2=18- General Ericsson was raised among the Royal Court of Midgard, and has kept some of the skills he developed to deal with the courtly intrigues. Administration: 18+11=29- The Midgardian Royal family are in effect the administrators of Midgard, and if Prince Haakon was the eldest child he would have been a truly great king. As it is he is one of the best administrators and logisticians within the Avernite Military, with only lord-General Rakes being his peer. Learning: 17+5=22- General Ericsson had the best education that one of the richest families in the galaxy can afford, and he took advantage of that to develop a solid academic grounding in a wide range of subjects. Will: 18+5=23- General Ericsson moved from a safe and influential life as one of the royal family of the Imperial Trust's capital world to the most dangerous world in the galaxy in order to work his way up the ranks of the military from the bottom, and despite all temptations never abandoned his goal. Diplomacy: 17+3=20- General Ericsson was raised as a member of the royal family, and took well to his oratory lessons. Combat: 18+17=35- It was not only due to having the best equipment unreasonable amounts of money can buy that allowed General Ericsson to not only migrate to Avernus, but then excel in its military. He also has a pretty amazing level of talent.
(62/7+1=10)
Paragons and Artifacts
Innate Traits Military Genius (+6M)- General Ericsson has an innate talent for military tactics and command that few can hope to match. Acquired Traits
Avernite Centenarian (+5C, +1W, -2D when dealing with non-Avernites) – Having survived a centuries of life on Avernus General Ericsson has proven himself to be an expert warrior, the bearer of a strong will and very alert to danger Leads from the front (+3C, +1D, +10 to morale of forces under his command, more likely to die in battle) – General Ericsson always leads his men from the front, fighting among the common troopers were he claims that he can feel the flow of the battle better. Whether or not this is true, it is undisputed that his men fight harder when their general is fighting beside them. Avernus Officers Academy Valedictorian(+3M, +3A, +2L, +2W, +3C) – General Ericsson graduated from the Avernus Officers Academy top of his class, with scores comparable to legendary figure like Syr Rotbart. General (+4M, +1A, +2C -1D, -1I)- Haakon Ericsson has though dint of hard work, tactical skill and survival risen to become one of the most senior military officers of Avernus. A Midgardian Royal Education(+3I, +6A, +3L, +3D)- As the third in line to the Throne, Haakon Ericsson has had the best education that the Royal Family of Midgard can provide to him. Expert Swordsman(+1M, +3C, +30 to melee combat rolls)– General Ericsson is developing himself beyond a merely trained swordsman and stepping into the realm of the masters. Skilled Strategist (+2M, +10 to all forces under your overall command)- General Ericsson is at his best when commanding an entire threater rather then a single battle. Primal Commander (+1M when commanding Primal forces or deploying from Tallships)- General Ericsson has learned much about how to command Primal Corps and operate from the Primal Warp. Avernite Administrator(+2A, +1C)- General Ericsson follows the rather uniquely Avernite preconception of administration, which includes being just as skilled with a sword as with a pen. Hardened Will (+2W)- General Ericsson has had his will hardened by brushes with various Avernite creatures and demonic sorceries.
Haakon Ericsson is undeniably the most unusual officer in the Avernite military for a single reason, that being that his title as Prince Haakon Ericsson, third in line of the Royal Family of Midgard. The circumstances that led to the third child of one of the Imperial Trust's most powerful, and richest, families migrating to Avernus and enlisting in the army start with a disagreement between him and his family over his belief that he could help the Trust more as a officer rather then an administrator. This disagreement escalated until the at the time forty-year old Prince decided that he would show his family that he is right by joining the best army in the Trust and rising to the top.
So far all that separates this from a story that has been told countless times and ends with "and then he came home having learned he is not that special' is the ranks of the people involved, but this is where things go off the beaten track. It turned out that Haakon Ericsson was every bit the natural soldier and officer that he believed that he was, and not only could he survive on Avernus and in its military, but he prospered to a nearly unhead of level. Within a decade he had reached sergeant and within two he found himself in the Avernite Officers Academy, where he set several records and graduated top of his class.
The rest of Haakon Ericsson's military career show a mix of luck and brilliance leading to a rapid rise in the ranks, as he finds himself in just the right place to prove himself time after time, and then rises to the challanges that he is facing. This has led him to reaching the rank of general at an age where he could be expected to be a Major-General, three entire ranks down, at most.
Between his strong of success and his high birth Haakon Ericsson is a rather arrogant man, though one willing to accept that he does have peers and superiors, rare though they may be, and one who has so far had the skill to match his claims, or near enough.
Adeptus Administratum
Chief Administrator Martinus Argall
Age: 762 rejuve to 30
Fame: 9- Martinus Argall is the long-standing leader of Avernus' Administratum, and is, therefore, a well-known name on Avernus.
Prestige: 49- Martinus Argall is respected as a highly-skilled and efficient administrator.
Standing (Avernus): 54- Martinus Argall has proven that he can be trusted to run the Avernite Administratum, one of the most powerful organisations on Avernus.
M: 17+18=35- While he is not a legendary military leader Martinus Argall is still a surprisingly skilled one that matches most Avernite generals.
I: 15+9=24- Martinus Argall has an understanding of the more subtle aspects of bureaucratic infighting.
A: 16+34=50- Martinus Argall is a highly experienced administrator whose skill in his fields is matched by none on Avernus, and few outside of it.
L: 14+16=30- Martinus Argall has the education expected of an Avernite University graduate who has continued with extensive independent studies after graduating.
W: 11+13=23- Martinus Argall has the drive to be the best that he can be, and will not let any external force change him.
D: 16+17=33- Martinus Argall is a charismatic and skilled leader whose success rest on making the best use of those under him and inspiring them to do their utmost.
C: 17+26=44- Martinus Argall has survived centuries of life on Avernus due to a combination of skill, alertness and marksmanship.
(127/7+3=21)
Paragons and Artifacts
Innate Traits
Acquired Traits
Avernite Administratum Adept(+5A)- Martinus Argall 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. Government by Mathematics(+3A, +1L, -1D)- Martinus Argall decisions are heavily based in mathematical analysis, making it highly effective but lacking a personal touch. Grandmaster Avernite Administrator (+8A, +3C)- Martinus Argall is the image of an Avernite Administrator that others try to emulate, having a mastery of bureaucracy and administration that few can dream of matching, and combat skills that would be considered good for the Helguard. Grandmaster Delegator (+7A, +5D, gain 2 bonus action years per decade)- Martinus Argall is unmatched when it comes to ensuring that every task reaches the right member of his team, and building a team of subordinates able to easily handle every aspect of governing Avernus between them. Highly Organised (+4A)- Martinus Argall leads a highly organised life, with everything in its place and a place for everything. This applies equally to his time at work and his personal life. Highly Efficient (+2A, +1C)- Martinus Argall believes in doing exactly what is needed and no more, and has developed the skills and judgement to pull this off. This proves useful both in combat and in administration, both situations were wasted effort can be problematic. Learned Scholar (+2A, +8L)- Martinus Argall has spent centuries studying every aspect of Avernus' economy and how it works, in order to better manage it. He is now one of the most respected members of Avernite academia in his fields. Bureaucrat (+1I, +1A)- Martinus Argallhas spent the vast majority of his life as a bureaucrat and has learned to prosper in the odd mix of leadership and infighting that fills bureaucracies. Inspiring Leader (+4D)- Martinus Argall is developing a real skill for inspiring his subordinates to believe in his vision and put in the work needed to make it into reality
(+5M, +2I, +34A, +12L, +3W, +15D, +5C, gain 3 bonus action years per decade, +2 Fame, +20 Prestige) (+5M, +1I, +2A, +3L, +3W, +7D, +1 C)- Martinus Argallis one of the longest serving Cheif Administrators of Avernus, and more than any of his predecessors he has shaped the Administratum in his image. Under his guidance, the Avernite Adminsitratum transformed from a more efficient and less corrupt version of the Imperium's Adeptus Administratum into an organisation focused more on teamwork and cooperation, where every project is overseen by a team so that no single death can cause any real disruption. Avernite Bi-centenarian (+6C, +2W, +1I, -2D when dealing with non-Avernites) – Having survived two centuries of life on Avernus Martinus Argall have proven himself to be an expert warrior, the bearer of a strong will and very alert to danger. Survivor of the Pink Skies (+2W, +1C, +5 to all rolls against daemons)- Having proved herself against the most dangerous foes in the galaxy during the First Daemonic Incursion Martinus Argall has had his faith and combat skills tested. Survivor of the Gilded Skies (+2W, +1C, +5 to all rolls against daemons)- Having proved himself against the most dangerous foes in the galaxy during the Third Daemonic Incursion Martinus Argall has had his faith and combat skills tested. Survivor of the Crimson Skies (+1W, +2C, +5 to all rolls against daemons)- Having proved himself against the most dangerous foes in the galaxy during the Second Daemonic Incursion Martinus Argall has had his faith and combat skills tested. Grandmaster Rifleman (+3M +2I, +8C, +80 to all rolls with rifles)- Over his centuries-long life Martinus Argall has developed his natural talent with rifles beyond mere mastery. While his position ensures that he is kept away from danger as much as is possible for any Avernite, when danger comes looking for him it will find him ready and waiting. Perceptive (+4I, +1W, +1D)- Martinus Argall is very preceptive, skilled at seeing not just what is around him but also what others are thinking and noticing changes in his own mind. Protege of Rotbart (+8M)- Martinus Argall has studied the administrative style of warfare that Governor Rotbart developed early in his career under Governor Rotbart himself, and shown real talent in it. Scholar of War (+2M, +4L, +2C)- Martinus Argall has done in-depth studies into the theoreticals sides of war, which when combined with his experience and earned skill makes him a dangerous foe and an effective general. Unyielding Drive (+2W, +1C, less likely to die (5), +2 to trait gain)- Martinus Argall refuses to lay down and give up, or be less than the best he can be. Efficient Allocation (gain 1 extra free action year per decade)- Martinus Argall has learned how to provide various projects with exactly the resources that they need, allowing for more projects to be run in a given timeframe
Martinus Argall was born sixty-seven years after the colonization, decades after the death of the Emperor to an upper middle class family.
After graduating from University he joined the Avernite Administratum, where he would spend his entire career. Martinus spent the next couple of centuries rising though the ranks of the Administratum due to a mix of skill and survival. Eventually he found himself as the head of the Department of Industry, tasked with overseeing Avernus' varied industries. He has been in this position for almost a century now, and proven to be an unimaginative but skilled leader.
After the death of Issac Gros Martinus Argall was chosen to be the sixth Chief Administrator of Avernus. In this role he oversaw a change in management styles for much of Avernus, with the focus being shifted from a single efficient leader making decisions to decisions tending to be delegated to various teams, preventing a single person being a chock point for an excessive amount of decisions.
Diplomatic Office
Age: 346 rejuve to 30
Fame: 86- Kent Cline spent a century on the Executive Council and as such has become a well known name both within the Imperial Trust and to those that deal with it.
Prestige: 78- Prefectus Kent Cline is widely respected for his diplomatic skills and calm demeanor.
Standing (Avernus): 57- Kent Cline's actions in the Council of Peoples have given him a good reputation among the humans of Avernus as well as the other Peoples.
Standing (Imperial Trust): 78- Kent Kline is considered to be the Imperial Trust's most successful Minister's of State, and is well respected within it.
M: 14+8=22- Prefectus Kent Cline's experience as a leader and combat skills make him a decent military commander, though you would not want to put anything above a battalion in his hands.
I: 16+16=32- Prefectus Kent Cline has spent his career as a diplomat, and therefore is an expert with the spy games played by diplomatic offices.
A: 15+17=32-Prefectus Kent Cline may be in the diplomatic office but he is still an Administratum Adept, and therefore a highly skilled administrator.
L: 16+8=24- Prefectus Kent Cline had one of the best educations available on Avernus, and has kept up on those aspects related to his field.
W: 12+10=22-Prefectus Kent Cline has a strong enough will not to be effected by most diplomatic tricks, though he struggles when faced with daemons.
D: 16+33=49- Prefectus Kent Cline is a incredible diplomat and an master at finding the exact limit that he can push a deal to, and going no further.
C: 18+15=33- While he has spent almost half his life off Avernus, Prefectus Kent Cline has still worked to keep his skills sharp to the level expected from an Avernite ancient.
(107/7+3=18)
Acquired Traits Avernite Bi-centenarian (+6C, +2W, +1I, -2D when dealing with non-Avernites) – Having survived two centuries of life on Avernus, in total, Kent Cline have proven himself to be an expert warrior, the bearer of a strong will and very alert to danger. Survivor of the Crimson Skies (+1W, +2C, +5 to all rolls against daemons)- Having proved himself against the most dangerous foes in the galaxy during the Second Daemonic Incursion Kent Cline has had his faith and combat skills tested. Administratum Adept(-1M, +5A, -1C)- Kent Cline is a fully trained Administratum Adept who is intimately familiar with the rules of bureaucracy and is capable of managing it with the skill that only a trained professional can display. Master Rifleman (+2M, +1I, +5C, +80 to range combat rolls with rifles)- Kent Cline is has developed his skills with the standard-issue rifle into mastery in recent years, in large part due to his work with the Lifeguard. Collegia of Dis Graduate (+2A, +3D, +4L,+1 to all other stats)- Kent Cline 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. Master Diplomat (+8D)- Kent Cline is one of the Trust's best diplomats, trained and experienced at a wide range of negotiations with all types of groups, including many highly exotic Avernite groups. Former Head of the Trust Coordination Office (+2I, +1A, +4D, +4D when dealing with the Imperial Trust, +10 Standing (Imperial Trust))- Prefectus Kent Cline has spent most of his career as the head of the Trust Coordination Office and therefore tasked with being the go-between between the Imperial Trust and Avernus. This makes him highly familiar with how the Imperial Trust functions and good at working within it. Expert Judge of Character (+6I, +3D)-Kent Cline once had issues with misjudging others, since then he has put himself through intensive training in this field, and over time has become a true expert. Speaker for Humanity (+1I, +4D, +3D when dealing with Peoples of Avernus)- Kent Cline has been the primary representative of humanity at the Avernite Council of Peoples. This has greatly expanded his experience in conducting diplomacy with Xenos and outsiders. Two Term Minister of State (+2M, +4I, +9A, +4L, +6W, +11D, +2 C,+20 Fame, +10 Prestige, +10 Standing (Imperial Trust)- Kent Cline spent a century as Minister of State of the Imperial Trust, time in which he gained a wide variaty of new skills and honed his diplomatic skills to the utmost.
Kent Cline was born the fifth child to some of the wealthiest industrialists of Avernus, and as such was raised with the best guards, equipment and education that money can buy. The combination of his families wealth and his own talents were enough to get him a position in the Collegia of Dis, where he majored in interstellar trade and diplomacy. After graduating Kent Cline joined the Administratum's Diplomatic Office, where he quickly found himself assigned to the Trade Division. Within fifty years he rose to the head of his division, and a century after that he was Head of the Trust Coordination Office. He remained in that position for over a hundred and fifty years, allowing him to develop a wide network of contacts and friends among the diplomatic apparatus of the Imperial Trust and its members. Eventually you chose him to succeeded the respected Lord-Mayor of Dis, and Inquisitor Lord, Marcus Klovis-Ultan as the head of the Diplomatic Office.
Kent Cline is a rather tall man with excellent manners and a talent for taking control of the conversation and turning it to his own ends. Despite the fall from power of his family as a whole, who have over his lifetime dropped from being one of the richest families on Avernus to merely well off, he holds no bitterness over it and views it as just life.
Security Forces
Arbitrator Jane Oakheart, "The Inevitable"
Age: 972, rejuved to 25 Fame: 10,182- With the slaying of Ahriman in the heart of his domain Jane Oakheart has become a known force in the galaxy, and is talked about in the same tone as the Loyalist Primarchs and other great Heroes of the Sane. Prestige: 1,186- Jane Oarkheart is considered to be one of the greatest warriors in the galaxy Standing (Avernus): 95- Now that Jane's name and skills are becoming known, she is becoming one of the most trusted figures among the citizens of Avernus as well as the leadership. Standing (Imperial Trust): 85- Jane Oakheart is one of the greatest assets of the Imperial Trust, second only to High Grandmaster Ridcully.
Martial: 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. Intrigue: 15 +35= 50- Jane is a more than merely a master of intrigue in all of its forms, whether it is overseeing or detecting system-wide spynets or sneaking past sentries. Administration: 16+4=20- Jane is a competent administrator, able to handle her administrative responsibilities without causing any problems. Learning: 12 +7 = 19- Jane has a very good education within her interests but does not have as broad an education as you or many other Avernites. Will: 13 +41= 54- Jane's faith is rock hard and certain, and her will is even stronger. Diplomacy: 7 + 5 = 12- Jane prefers to talk with her blades or through intermediaries rather than engage in diplomatic talk that she has neither the skills or the patience for. Combat: 18 + 46= 64(+1,490 combat bonus)- Jane is a force of nature on the battlefield, able to cut her way through even elite units and champions without slowing down and with an uncanny ability to dodge and deflect incoming attacks.
(143/7+9=29)
Paragons and Artifacts Combat Transcendent Trait: Arbiter of Fate (current target can't use any esoteric effects to fight or escape from Jane, or have any used to support it or hinder Jane, just simple physical powers, attacks and defences (basically ignores everything but an attack that causes physical damage, include buffs for foe and debuffs for Jane)- Those hunted by Jane Oakheart find all their esoteric tricks and techniques useless, and everything but simple physical attacks failing them. 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. Paragon Combat Trait: The Final End (rolls twice and chooses the highest for all rolls against daemons, double damage vs daemons)- Jane Oakheart has slain countless daemonic heralds and Greater Daemons over her life, including The Changling of Tzeentch and the Honoured Great Unclean One Festirstrol Bilgefinger. This has given her a level of insight into how daemons fight and how to counter it that verges on the precognitive. Will Paragon Trait: Defier of the Chosen (Damage reduction that scales with attackers significance, maxes at 95%)- Countless heroes and villains with stories etched into the very fabric of the Warp have come before Jane Oakheart, and met their end without touching her. 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 22, +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, +50 to all rolls, add half of enemies base damage to your own, can increase base damage by up to 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. While the Blade of the Tempest was once a normal power sword, it has had its metal replaced with Orichalcum by one of the Remnant Kingdom's greatest Transmuters. Artefact: The Right Moment (+30% chance of dodging all hits, 50% chance of negating all hits, +100 to all combat rolls)- Jane Oakheart's Chrono-Displacer has developed greatest over the years, and since she fought Aetaos'rau'keres the Slayer of Souls it seems to know exactly when to move her to avid damage even without her input. This use of of the ability to move forward or backward on their personal timeline, allowing her to dodge even more attacks and rewind from even fatal 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. Artefact: The Armour Unmarred (+14 armour, +200% HP, +50 to all rolls, +150% melee damage, +60% speed, +200 to resist psychic effects, +100 to stealth, flight, ignore first successful hit each duel)- Jane Oakheart's set of Recon Power Armour has lasted her centuries, yet seems to be utterly unmarred despite that. The Runes of Warding and Reinforcement inscribed on its Orichalcum glow with unusual power, and the armour aides her dodge with unnatural speed. Eighth Step on the Archetype of the Witch-Hunter (+110 to all rolls against psykers, , +270 to resisting psychic effects, +80 to hiding from psykers, psykers attempting to divine have a high chance of getting believable false information rather then no information, double damage against psykers)- Jane Oakheart has killed some of the most dangerous psykers in the galaxy, proving her claim as the ultimate hunter of witches'. Since then she has taken seven more steps on that path of ascension, proving to the Warp itself that she is the bane of those that wield it. Innate Traits
Acquired Traits
Inquisitorial Veteran (+6I, +4M, +2W, +5C, -2A, -1L) Arbitrator (+4I, +3M, +3C, +1D, -2A, -1L) Spymaster(+5 percent chance of spy related intrigue actions succeeding) ...but you cannot hide (+3I, +1W, +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, +3W, +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.
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. 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. 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. 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. Daemon Hunter (+1I, +3W, +50 to rolls vs daemons, +1 Fame, +5 Prestige)- Over her life, Jane has killed countless daemons, including monsters such as The Changling and Festirstrol Bilgefinger despite being a normal if incredibly skilled human. Some of these kills were made in open combat, while others are a result of surprise attacks, often made possible by her foes' dismissal of her as 'just another human'. 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.
(+6M, +9I, +6L,+16W, +6D,+19C, +140 to melee combat rolls, +30 to rolls to teach which is doubled for blade related skills, students far more likely to get useful traits, +60 to all rolls against daemons, +160 to all rolls against psykers, +20 to rolls in duels, +30 to starting duels, +50% base damage when wearing Orichalcum, increase maximum damage bonus from Orichalcum weapon to +150%, +2 Fame, +10 Prestige)- Jane Oakheart is possibly the greatest swordsmen that humanity has ever produced, and is the founder of the legandary Oakheart School of Swordsmanship, as well as the schools greatest practitioner.
ParagonPsykerHunter (+5M, +6I, +9W, +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. 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. Legend of the Grand Incursion (+4W, +2C, +30 to all rolls against daemons, +26 Prestige, +63 Fame)- Jane Oakheart has been one of Avernus' greatest heroes in various daemonic incursions, though it was the Grand Incursion which pushed her into the spotlight. Despite the best efforts of her agents to keep things quiet, her reputation among the daemons of Chaos has quickly made her a figure of terror for the local forces of Chaos.
(+5M, +12I, +20W, +10C, +200 to rolls against Psykers, +75 to stealth, +30 against mental effects, +50 to rolls against daemons, +26 Prestige, +63 Fame) -Jane Oakheart has been the greatest guardian of the Avernites since founding, though few know her name and deeds. Acting both as a knife in the shadows and a unmatched sword in war, she has met and ended countless threats to her people. Avernite Bi-centenarian (+6C, +2W, +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. 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. One Unfailing Strike (+1C, increase critical damage by 75%)- Jane Oakheart prefers to kill her foes with a single sure strike to their vitals, even if they are an Exalted of Chaos.
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.
Over time Jane became become the most deadly swordswoman and psyker hunter in the Imperial Trust, by a massive margin. While she maintains the lowly title of Chief Arbitrator, Jane is the leader of Avernus' many internal security and law enforcement organisations. This includes the vital anti-cult and psyker hunting organisations, who deal with the massive chaos cults that appear in the wake of Daemonic Incursions and with the constant stream of high level Rogue Psykers that are constantly causing trouble. The latter task in particular is near impossible, and it is a credit to Jane's personal skill and leadership abilities that even Alpha Psykers are often dealt with without extreme casualties. Despite being early in her career, her single greatest feat in this era was slaying the Changeling in single combat as it mimicked her skill, a feat that's ripples still reverberate through the galaxy.
Her skill continued to develop as she started acting on a more galactic scale, working with the Grand Conclave to kill dangerous psykers, including Ahriman the Sorcerer as he attempted to Ascend to become the Changer of Ways and the Exalted Lord of Change Aetaos'rau'keres the Slayer of Souls. Over time she has truly become one of the most deadly blades in the galaxy, a fact proven by her Transcendence.
Jane has also become the oath-sister of Governor Rotbart and has adopted and raised a son, Jacob Oakheart, who is now the champion of Avernus and the one human alive who can make her sweat in a duel.
Champion of Avernus Jacob Oakheart
Age: 634, rejuved to 25 Fame: 110- Jacob is known as the greatest warrior that Avernus has ever produced, and tales of his feats are told throughout the Imperial Trust and beyond. Prestige: 109- Jacob is a warrior of legendary skill, and his ability to slay all but the most terrifying of foes is trusted without question. Standing (Avernus): 60- As the Champion of Avernus Jacob's talents at combat are held in great respect by your people, though outside of his field he is far less respected. Standing (Imperial Trust): 35- While his skill at combat earns him great deal of respect in the Imperial Trust, he is sometimes dismissed as just a warrior.
Martial: 19+14(19)=33(38)- 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. Intrigue: 22+28=50- 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. Administration: 16+4=20- 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. Learning: 20+10=30- 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. Will: 20+40=60- 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. Diplomacy: 17+16=33- Jacob is a charismatic man who is able to inspire courage and hope in all those that fight beside him. Combat: 28+34=62 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. Power: 17 (45*18=810)=17 Jacob has the psychic power of a weak Delta Psyker. Control: 9 Jacob has a level of contrrol over his psychic power that would see him fail the trials if he took them.
(116/9+8.5=21.5)
Paragons and Artifacts 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 Will Trait: 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. Paragon Swordsmanship Trait: Unbreakable Guard (can reduce damage taken and inflicted by 80%, reduce all damage taken by 1% of HP)- When he tightens his guard Jacob Oakheart can become an unmoving wall, upon which all but the greatest of heroes and armies beat against futility. 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. Innate Traits Distillation of Humanity (+3M, +2I, +3A, +2L, +3W, +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. Active Psyker(17 Power, *18 Power Multiplier) – Jacob has learned to channel his power beyond merely enhancing his blows, though he is still far short of being a magic user. Acquired Traits
Radiant Will- (+10W, +0 Control, +0 Power, +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. Avernite Centenarian(+5C, +1W, -1D when dealing with non-Avernites) – Having survived a century of life on Avernus, Jacob has proven himself to be an expert warrior and the bearer of a strong will. Hunter of the Underdark (+6I, +6W, +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.
Strike Leader (+1M, +5M when commanding platoon size units or smaller, +25 unit morale when commanding platoon-sized units or smaller)- As Champion of Avernus Jacob Oakheart often finds himself leading small teams of the greatest warriors of Avernus on key missions. Over time he has developed his skill at commanding these strike forces to a high level. Champion of Avernus (+2M, +4D, +50 morale for all forces in his presence)- Jacob Oakheart is 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. Blade of Hope(+1M, +4D, +25 morale for all forces in his presence, triples the chance of triggering Last Stand for all forces in his presence)- Jacob Oakheartis a legend on Avernus, whose unsheathed blade brings hope to all those who fight beside him. Many a time those he fights beside have held against foes that would break even them, and triumphed despite the odds. Hero of the Grand Incursion (+6W, +1C, +65 to all rolls against daemons, cause terror in daemons, +11 Prestige, +30 Fame)- Jacob Oakherat has fought in several Daemonic Incursions over his career, though it was the Grand Incursion and his fight against Sor Amphion that tested him to his limits.
(+5M, +7W, +9D, +2C, +5M when commanding platoon size units or smaller, +125 morale for all forces in his presence, triples the chance of triggering Last Stand for all forces in his presence, +65 to all rolls against daemons, cause terror in daemons, +13 Prestige, +53 Fame)- Jacob Oakheart is the renowned Hero of Avernus, considered by the humans of Avernus to be their greatest champion, whose deadly blade stands between them and the greatest of foes. He is credited with countless incredible feats of skill and courage. Including an ever-increasing number actually performed by his mother. The Silver Prince (+2M, +1A, +4I, +2W, +1L, +2D, +10 prestige, +15 Fame, +10 Standing (Imperial Trust) +25 to infiltrating enemies)- Jacob Oakhearts spent a decade infiltrating the kingdom of Blood and Skulls, rising to lead one of its Great Clans and setting it on the path to attack the kingdom of Confusion.
Heir of Oakheart(+1M, +4I, +2W, +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. Veteran Psyker Hunter(+1M, +3I, +2L, +3W, +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.
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. Paragon of the Oakheart Style- (+2M, +5I, +5W, +8C, +120 to all melee rolls)- Jacob Oakheart has taken the Oakheart style and made it his own, turning into an immoble wall of steel rather then the untouchable shadow that his mother is. While visually quite different his branch of the Oakheart style still draws on many of the same principles, and is recognisable a branch of the same style to those who study the sword. 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 (+1W, +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.
(+6M, +17I, +2A, +6L, +14W, +2D, +22C, +150 to all melee rolls, +20 to all rolls against psykers, far less likely to die(10))- When it gets down to it Jacob Oakheart is his mother's son. Which makes him one of the most terrifying killers humanity has ever produced.
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 Mechanicus
Fabricator-General Marian Scott
High Council Member
Age: 874 Fame: 132- Fabricator-General Scott is the undisputed leader of one of the Imperial Trust's largest and most powerful organisations, and has remade it in her image. Prestige: 104- Fabricator-General Scott is renowned throughout the Imperial Trust for her political and technological skills. Standing (Avernus): 70- Fabricator-General Scott is respected as a strong ally of Avernus, though many have issues with her moving offworld. Standing (Imperial Trust): 85- Fabricator-General Scott remade the Adeptus Mechanicus into a far less troublesome organisation, and is behind much of the technological advances of the Imperial Trust.
Martial: 14+7=21 (+15 martial bonus)- Fabricator-General Scott is a decent but unimaginative commander. Intrigue: 10+14=24-Fabricator-General Scott is skilled at intrigue, and makes good use of the basics along with some more advanced techniques. Administration: 17+25=42-Fabricator-General Scott is an expert administrator, able to run the Adeptus Mechanicus of a multi-sector power with incredible efficiency. Learning: 12+31=43- 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. Will: 14+25=39- Fabricator-General Scott has an ironclad belief in the Machine-God, and over time has made her view the orthodox one within the Imperial Trust. Diplomacy: 10+21=31- 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 exceptional. Combat: 15+21=36(+410)- Fabricator-General Scott is a skilled warrior whose mechanical body houses many deadly implements of war.
(141/7+4.5=24.5)
Paragons and Artifacts
Innate Traits
Acquired Traits
Fabricator-General of the Nine Worlds (+5A, +7L, +5W, +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. Bringer of the Renaissance (+5M, +12I, +12A, +12L, +7W, +12D, Mechanicus drift massively towards progressives)- Fabricator-General Scott followed in the shoes of her fallen mentor, Fabricator-General Britton "The Father of the Renaissance", and carried out his dream. Under her the Adeptus Mechanicus was able to drop several long obsolete traditions and restrictions, and take a massive step towards scientific progress. While not quite as far developed as she wishes, Fabricator-General Scott has changed the very nature of the Adeptus Mechanicus within the Imperial Trust. Finally. Diplomatic Wrangler (+5D)- Her experience leading the fractious and divided Adaptus Mechanicus of the Imperial Trust has made Fabricator-General Scott a master at the art of wrangling a room of dissenting voices into, mostly, following her lead. Builder of Forges (+3A, +2L, +1W)- 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.
- Fabricator-General Scott's masterful leadership over the Adeptus Mechanicus is indisputable, and is considered by all who know of it to be one of the main reasons for the great strides that the Adeptus Mechanicus of the Imperial Trust has made since its founding. The lesser cause to be sure, but when your competition is Archmagos Veneratus Extremis Explorator Tranth that is nothing to be ashamed of. Former Magos Astrographicus(+3L, +1W, 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, +2W, +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(+2W, +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, +1W, +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. 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 was more then ready for.
Since becoming Fabricator-General Marian Scott has forced though an extensive set of reforms on the Adeptus Mechanicus in order to adapt to the changing galaxy. Under her direction the Adeptus Mechanicus has become far more accepting of innovation, has started to openly use xenotech of known providence, and has even relaxed some of the limitations on what lay people can do.
Archmagos Explorator Tranth 'The Reclaimer'
Age: 874 Fame: 152- Archmagos Tranth is renowned through the Imperial Trust for his discoveries and creations, and is known in the upper level of all the powers of the Grand Conclave for similar reasons. Prestige: 254- Archmagos Tranth is one of the greatest minds in the tens of thousands of years of history of the Adeptus Mechanicus, and has proven it repeatedly. Standing (Avernus): 80- Archmagos Tranth was one of the second wave of colonists to Avernus and has done much for the world over the centuries. Standing (Imperial Trust): 49- While well respected Archmagos Tranth has developed a reputation for only caring about knowledge.
Martial: 13 + 22= 35 (+75 martial bonus)- Archmagos Tranth is a highly skilled leader of men, and can command Mechanicus task forces with great skill. Intrigue: 13+8=21- Archmagos Tranth has little aptitude for spygames, though he has been forced to develop some since he started making discoveries. Administration: 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. Learning: 17 + 42= 59- 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. Will: 14 + 26 = 40- Archmagos Tranth has a deep and abiding faith in the Machine-God, and the Search for Knowledge which he has made his lifes task. Diplomacy: 11+2=12- Archmagos Tranth is not totally inept at social tasks, though whenever he is involved with one it is very obvious that he would rather be elsewhere. Combat: 18 +36= 54 (+1300 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.
(132/7+7=24)
Paragons and Artifacts Paragon Learning 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. Combat Paragon Trait: The Machines Beloved Father (+80 to all rolls with technology he created, +25% pen and +50% damage to weapons he designed and is using, +25% armour and +50% HP to armour and vehicles he designed and is using, can provide half boost to a single weapon, armour or vehicle for an hour after he stops focusing on it)- Archmagos Tranth can draw performance out of the technology that he created far beyond what others can. While part of this is a result of knowing exactly how far he can push the technology, most of it seems to be due to the efforts of the Machine-Spirits. 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. Innate Traits
Acquired Traits Archmagos Veneratus Extremis Explorator (+4D, +5M, +6C, +4W, +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, +2W, +1C, -2D, -1I, -1M) So Close... (+5L, +5W) – 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, +2W, +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(+2W, +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. Master Optimiser (+4L, +20 to research rolls to improve on existing technology)- Archmagos Tranth is at his best when 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, +5W, +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. Refined Sensor Array (+5I, +50 to all attempts to detect, less likely to die (5)) - Archmagos Tranth has a collection of the best sensors known to mankind held within his body and has carefully refined them and their detection software to spot potential threats from the slightest of signs. Clear-sighted(+3L, +3W, +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. Battle-Calculation (+4M, +4C)- In battle, Archmagos Tranth brings to bear the same intellect that he uses in research, and his ability to understand and then solve any threat is uncanny. He has learned enough of war to extend this beyond mere combat and solve entire battles. Warp-Tech Expert (+1L, +3W, +15 to all rolls involving Warp-Tech)- Archmagos Tranth has made major improvements to Warp Drives, Gellar Fields and Void Sheilds over his career, the three most common forms of Warp Technology in the galaxy, and as such technologies that had been perfected by the work of countless minds over the years.
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.
Over the centuries since his arrival on Avernus Archmagos Veneratus Extremis Explorator Tranth has shown himself as the greatest mind that the Mechanicus has ever seen. Archmagos Tranth's genius and clear thoughts have allowed him to make breakthrough after breakthrough in his research, rediscovering entire fields of study and pushing knowledge ever further. It is no exaggeration to claim that with sufficient time Archmagos Tranth would be able to recreate the wonders of the Dark Age of Technology, and then push even further beyond that. You doubt that he will get enough time.
Archmagos Biologis Vinceo Maximal
Age: 548 Fame: 85- Archmagos Maximal's strides in psyker genetics make him famous on Avernus, and well known in certain circles outside of it. Prestige: 85- Archmagos Maximal has made multiple breakthroughs in a field of study known for driving researchers insane, and still seems to be fully sane. Standing (Avernus): 65- Archmagos Maximal's research into the wildlife of Avernus and psychic genetics has saved countless Avernites over the centuries, a fact that is well known and highly appreciated. Standing (Imperial Trust): 30- Archmagos Maximal has attracted little attention in the wider Imperial Trust, outside of certain circles anyway.
Martial: 16+11=27 (+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 high level of military command skill, though he is by no means able to handle entire armies. Intrigue: 12+14=26- Archmagos Biologis Maximal is reasonably skilled at navigating the internal politics of the Adeptus Mechanicus and is used to venturing into the wilds of Avernus, with all of their hidden dangers. Administration: 15+8=23- Archmagos Biologis Maximal is a competent administrator whose projects are usually finished on schedule and who can manage the Biologis with few problems. Learning: 16+34=50- Archmagos Biologis Maximal is an expert on the wildlife of Avernus, having a level of insight into how the world works, and is incredibly knowledgeable about biological mechanisms and how they interact with the Warp. Will: 17 + 26= 43- 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. Diplomacy: 15-3=12- Archmagos Biologis Maximal is well spoken for a Magos and can form relationships with normal humans surprisingly well. Combat: 19+33=52- 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.
(133/7+4=23) Paragons and Artifacts
Paragon Learning Trait: Knowledge of the First (+75 to all rolls including psybiology, use Old One Knowledge base rather than his own for determining if something psybiology related is impossible (but not difficulty))- Archmagos Biologis Maximal has spent most of his career on Avernus studying its creations, and has learned much from Avernus in the process. In particular, he has learned that much of what humanity, and even the Aeldari, consider to be the limits of what can be done by bioscience are mere illusions that he can bypass. 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. Innate Traits
Acquired Traits
Archmagos Biologis (+4L, +2D, +1I, +2W, -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, +2W, +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. 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. 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. Highly Alert (+2I, +20 to all chance to detect, less likely to die (5)) – Archmagos Biologis Maximal is constantly alert to danger in even its most subtle, a trait developed though centuries of life on Avernus in one of the more dangerous professions. An Insight into Avernus (+8L, +2W, +50 to all rolls to involving Avernus' work)- Archmagos Biologis Maximal has spent most of his life studying the works of Avernus, undoubtedly the greatest genesmith since the War in Heaven and the death of the Old Ones, and possibly even greater than its makers. Recently he has gained a level of insight into how it works, insight that has been probably the greatest single breakthrough of his life. Expedition Leader (+3M, +2I)- Over his career Archmagos Biologis Maximal has led many expeditions into the wilds of Avernus to investigate various wildlife in its natural habitat. This has fosted in him a set of skills most often found in field officers of skirmish focused formations.
(+10M, +11I, +4A, +19L, +11W, -2D,+8C, +25 to all rolls in the Avernite Wilds, +25 to all rolls to detect, +50 to all rolls about Avernus' work, far less likely to die (15))- Archmagos Biologis Maximal has finally received the long-overdue promotion of Archmagos Veneratus, in recognition of his massive strides in the field of psychic genetics, which have utterly transformed the field. 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, +2W, +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(+2W, +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. Pious (+2W)- Archmagos Maximal's time on Avernus has deepened his faith in the Machine-God, which is now exceptional even for a Magos. Superb Psychic Geneticist (+9L, +80 to all rolls when dealing with psychic creatures)- In his time on Avernus Archmagos Biologis Maximal has developed an understanding of psychic animals that goes beyond mere mastery. This understanding extends deep 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 (+1W, +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. Self-Knowledge through Mental Organisation(+2A, +4W)- Archmagos Biologis Maximal has organised and categorised his inner thoughts, and through this study of his inner self gained self-knowledge. Expert Gene-Forger (+4L, +50 to all attempts at genetic engineering) - After a lifetime of studying the work of the greatest geneforger of the current era Archmagos Biologis Maximal has developed a high level of expertise in the field. Expert Axe-Wielder (+1C, +30 to melee attack rolls, +4% Pen)- Archmagos BiologisMaximal has found that the best way of dealing with many forces of Avernite wildlife is an axe to a key joint. Bane of Wildlife (+2C, +2W, +25 to all rolls vs beasts) - Archmagos Biologis Maximal has spent most of his life wrangling unruly wildlife so he can study it. On most worlds that would mean little for a Magos of his age, on Avernus it demonstrates a strength of both will and arms that few can match.
Archmagos 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 Biologis 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.
Archmagos Biologis Vinceo Maximal has now been leading the Adeptus Mechanicus' study of the Avernite wildlife for over three centuries. In this time he has become one of the greatest living experts on psychic genetics, a field of study that has been known to drive well respected Magos mad with its innate contradictions in the past.
Archmagos 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.
Adeptus Astra Telepathica
High Grandmaster Munstrum Ridcully
High Council Member
Age: 987, rejuved to 30 Fame: 14,358- High Grandmaster Ridcully has entered into Eldar mythology and earned the personal enmity of the Lord of Decay. Prestige: 9,960- High Grandmaster Ridcully is the greatest mortal seer in the galaxy, and one of the best even after you count the gods and daemons. Standing (Avernus): 99- While his personality leaves much to be desired, High Grandmaster Ridcully is considered to be one of the few reasons that Avernus still stands. Standing (Imperial Trust): 30- While none can deny High Grandmaster Ridcully's skill, his respect for the Imperial Trust is an entirely different matter. Standing (Empire of Ashes): 80- High Grandmaster Ridcully has earned a place in Eldar mythology and is the only non-Eldar to ever be offered a seat in the Twilight Council.
Martial: 13 + 24= 37 (+81 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. Intrigue: 13 + 29= 42- 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. Administration: 10-5=5- High Grandmaster Ridcully has trouble focusing 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. Learning: 13 + 18= 31- High Grandmaster Ridcully has learnt and discovered much about the Warp during his long life, though his education outside of this field in spotty. Will: 13+47= 60- High Grandmaster Ridcully's unbending will 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. Diplomacy: 8-5=3- 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. Combat: 14 + 33= 47(+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: 39+ 27= 66 (1,375*1,536=2,112,000)- 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 completing his Path of Ascension. Control: 17 +49= 66- 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.
(211/9+5.5=28.5)
Paragons and Artifacts
Fully Developed Archetype of the Blind Seer (39 Power, -12 Control, -1A, -7D, *1,536 power multiplier, -9 to skill value, increases bonus granted to others by +24, constantly sees major turning points, can re-roll two additional rolls every turn, massively increases the chance of allied heroes gaining traits, +20 to all divination rolls, +1,000 Prestige, +500 Fame)-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 eight more times, reaching the end and fully developing the Archetype. Archetype of the Blind Seer: Guide of Heroes (all heroes under his guidance get less likely to die (5), the first time a hero under his guidance would die or suffer a catastrophic failure their roll is changed to a natural 100, can only apply once per person. Does not work on peers or superiors in age, skill or importance)- The Blind Seer is an amalgamation of many heroic mentor archetypes and is the one who guides heroes to fulfil their destiny. As the holder of this Archetype High Grandmaster Ridcully is able to ensure that those under his guidance will pass a major tribulation that they would otherwise fail. 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 Will 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. Artefact: Orb of Lileath (+5 Power, +4 Control, +25 to all divinations, +25 to bypass Ka Wards, +50 to avoiding notice) — Crafted in memory of a lost friend for a human who has aided his people so much, the Orb of Lileath allows the blind seer to see ever further without detection, even when block by the greatest of Nulls. 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 Innate Traits
Acquired Traits Grandmaster Primaris Psyker (+4M, +2D, +3W, +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, +12 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, +19W, +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.
Seer of the Grand Incursion (+4W, +5C, +2 Control, +50 to all rolls against daemons, +20 to divinations meant to manipulate others, less likely to die, +2,000 Prestige, +3,000 Fame)- High Grandmaster Ridcully has survived many Daemonic Incursion, often as a secondary target. It was the Grand Incursion where he had the biggest impact though, saving the life of Russ and guiding a scheme that saw Lorgar take several Exalted and go AWOL, a scheme which is credited to have brought the Grand Incursion to a premature end. Adviser of Heroes (+2 Control, +25 to fateweaving rolls, increases bonus granted to others by +8)- 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. Advisor to Generals (+2M, +5 to any re-rolls provided to military rolls)- High Grandmaster Ridcully has spent much of his career providing advice for general and admirals as they wage battle, giving him a rather unusual form of military insight rare to see outside of the Farseers of the Eldar.
(+3M, +4W, +5C, +4 Control, +50 to all rolls against daemons, +20 to divinations meant to manipulate others, +50 to fateweaving rolls, increases bonus granted to others by +16, less likely to die(10))- High Grandmaster Ridcully knows exactly what advice to give to turn success into failure, and how to manipulate fate itself to support his gaols. Avernite Bi-centenarian (+6C, +2W, +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. Beyond Faith (+6W, +1 Power, +3 Control) – Once High Grandmaster Ridcully had a deep and abiding faith in the Power and Majesty of the God-Emperor. As he pushed his sight beyond mortal limits that faith has changed for Ridcully the Blind-Seer, who knows the truth of the Emperor and merely sees him for what he is. Devoted Seeker of Knowledge (+3I, +12L, +1W, +2 Control)- High Grandmaster Ridcully has spent much time gathering knowledge of both the Warp and the galaxy in general. This has awakened in him a fascination with knowledge itself, and all the good and ill that can be done with it. 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. Saviour of Isha (+5W, 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. Finder of Secrets Known and Unknown (+5I, +5L, +3W, +2 Control, +20 to all rolls against cults, +10 to all research rolls, +15 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. Seeker of Truth (+1I, +1L)- High Grandmaster Ridcully has a drive to discover the Truth, no matter what it is. Not Just a Seer (+2C, +1 Power)- While he is most renowned as a seer and guide of heroes, on those occasions he needs to High Grandmaster Ridcully demonstartes that he is also one of the most deadly Battle-Psykers that humanity has ever produced.
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.
In the years since reaching Avernus High Grandmaster Ridcully has pushed his talents for divination to the limits of mortality. First he saw the Birth of Ynnead and her attack on the Dark Prince in its very Throneroom, an sight that forever burnt out his eyes. Then he watched the Green Awakening, and saw the unmatched power of the Ork God. Later he saw hints of the Deceivers plans, and more then that of what the Void Dragon intends. More dangerous then that was his infiltration of the Blighted Mansion in order to scout out the path to Isha, reaching the very door of her room and escaping with both a scroll for the Eldar and Isha's Blessing. Probably most surprising however were the truths of the Emperor's origins that Ridcully discovered, truths that the Emperor Himself most likely did not know. Finally High Grandmaster Ridcully guided the heroes in the Heist of Isha, freeing the Eldar's Mother Goddess and destroying Cadia as they fled. As he did this Ridcully watched the attacks on the Grand Rituals, and saw the passage of history.
Ridcully is a gruff old man with no patience for manners or incompetence, and a very loose definition of incompetence that often seems to disregard others not seeing as he does. This rudeness however hides a level of understanding of others and reality that no other mortal matches, and a deep wisdom that he has cultivated over his long and eventful life.
Grandmaster Psyker Gerald Xavier
Age: 475 rejuve to 20 Fame: 112- Grandmaster Xavier had led the Battle Psykers of Avernus into every major campaign in the history of the Imperial Trust, and has developed a reputation as one of the Trust's greatest champions. Prestige: 75- Grandmaster Xavier is considered to be one of the greatest Primaris Psykers that humanity has ever produced. Standing (Avernus): 90- Grandmaster Xavier has been one of the greatest defenders of Avernus since shortly after its founding, and is incredibly respected by your people. Standing (Imperial Trust): 44- While a respected Priamris Psyker many in the Imperial Trust have issues with his psychic nature.
Martial: 17 +22 = 39(+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. Intrigue: 21 + 30= 50- Grandmaster Xavier combines an 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. Administration: 14 + 5 = 19- Grandmaster Xavier is a decent administrator who has played a major role in the management of Avernus's Psyers for most of his life. Learning: 13+7=20- Grandmaster Xavier has a good understanding of the Warp and the skills to deepen his understanding. Will: 15 + 31 = 46- Grandmaster Xavier's faith in the Emperor is strong, and his willpower is even stronger. Diplomacy: 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. Combat: 23 + 34= 57(+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 + 19 = 50 (820*216=177,120)- Grandmaster Xavier is a powerful Beta-level Psyker, and when he fully unleashes his power he can burn entire armies in warpflame. Control: 14 + 29= 43- Grandmaster Xavier has a high level of control of his powers, being capable of delicate workings as well as the brute force he is best known for.
(169/9+10=29) Paragons and Artifacts 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. Artefact: Embercleave (Low Artefact, Force Weapon, Pen = Power -10, Pyromancy Affinity, Two-Handed) - Forged by a Priest of Vaul during the War in Heaven, he gave the sword to a friend of his, one of Khaine's many warriors in the great war as a symbol of his friendship. By the end of the war, both were broken in mind and soul. Wanting to forget the horrors of the war, they gave away that sword, Embercleave, over to the Saurus for whatever they wished to do with it. Embercleave is a sword of ruinous might, wieldable only by the greatest mage-warriors to it's full potential. In the hands of one such master, it melts armor away as if they were reforged in the forge once more. In the hands of a pyromancy master, as a priest of Vaul might be, it ignites to burn a swathe through all enemies. Innate Traits Beta-Level Psyker(31 Power, -19 Control, -6D, *216 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, +3W, 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. Acquired Traits 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. Master Illusionist (+3I, -2 Power, +3 Control, +50 to all Illusion rolls, can use more powerful Illusions) – Gerald Xavier has developed his talent with illusions into true mastery, which he combines with his more mundane stealth to attack from unexpected directions. Master Primaris Psyker(+5M, +1A, +2D, +4W, +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. Daemonslayer (+1M, +3W, +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-built 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, +5W, +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.
"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. 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. Hero of the Grand Incursion (+2M, +3I, +7W, +5C, +1 Control, +30 to all rolls against daemons, +50 to all stealth rolls vs psykers and daemons, +8 Prestige, +24 Fame)- Grandmaster Xavier has been one of your greatest heroes in many Daemonic Incursions, including the Grand Incursion where he led his battle psykers to kill the Honoured Keeper of Secrets Shoraar Suppleblade.
(+9M, +12I, +1A, +8W, +8C, +5 Power, +2 Control, +2D when dealing with Avernites, +75 to pyromancy and Fire magic, +50 to all rolls against daemons, +50 to all stealth rolls vs psykers and daemons, far better at acting as conductor of psychic choirs, +50 to all rolls to sabotage)- Grandmaster Xavier, 'The Blazing Tiger" is and always has been the face of the Battle Psykers of Avernus, the terrifying psykers that changes the course of entire wars with sheer psychic might and far to much fire. "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, +2W, +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. It never gets any easier (+2W, +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 separates 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(+2W, +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 Control (+1M, +4W, +4 Control)- Primaris Xavier's near-perfect self-control is a key part of his ability to control his powers, and resist the temptations that come with them.
Seen it All (+1I, +2W, +1C, +1 Control)- Grandmaster Xiaver has been tested by almost every imaginal foe over the course of his lifetime, including some previously believed to be extinct like Enslavers. Master Bright Wizard (+1C, +2L,+2W, +3 Power, +3 Control, +50 to all rolls using the Wind of Fire, can use Fire Magic up to Cataclysm level)- Xavier has really taken to the use of the Wind of Fire, and has become one of the first humans to truly master its use. As if his pyromancy was not scary enough to benign with. Psyker General(+5M, +3A)-Grandmaster Xavier is, in effect, the General of Avernus' Psykers and has gained a great deal of experience at both command and logistics.
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 at the time near unheard-of combination.
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 eventually adopted him as a son; and the Phase-Tiger cub who would grow up to become his familiar and brother 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.
Gerald Xavier went one to become Avernus' first homegrown Primaris Psyker, and one of the leaders of the Avernite branch of the Adeptus Astra Telepathica. While intelligent and a good leader, Xavier's true strength is his ability to combine his stealth skills, his combat ability, and his powers into a single flawless whole. This makes Xavier one of the Imperial Trust's most deadly combatants, and a near unmatched saboteur. This talents were first truly shown in the Burning of Manavik where with the aid of a choir he infiltrated the rebel hive, caused its plasma reactors to overload and then used the flames from the overload the burn the hive to the ground, killing around a billion men, some of them loyal Imperial Citizens.
Since then Xavier, as he prefers to be called, has shown his skill in combat, stealth and war countless times earning his title as Grandmaster of the Department of War, and most probable successor to the High Grandmaster.
On a personal front Xavier has always been close to his adopted family, acting as a big brother to Syr and uncle to Tormod. His relationship with Jane has always been close, with them regularly sparring to keep their skills sharp and Jane working closely with Xavier in his development of the Chimeric Style that he has created. He is still a bit frustrated by how often Jane beats him though, claiming that psyker hunter or not there is no way that a normal human should beat a psyker as skilled and powerful as him nine times out of ten, despite that he losses more often then nine times out of ten. Jacob and Xavier have always clicked, initially with Xavier as the cool elder cousin and later on as close friends, some of the only people who can understand what it is like to live with the sort of talents and family background that they have, and the expectations that arise from that.
Xavier's most important relationships however are those with his familiar Mittens, his wife Tamia and his daughters Ophelia, Claire and Cassandra. Xavier has been with Mittens for almost his entire life, and to a large extent they grew up together. This has led to a level of connection that few can dream of, with Mittens and Xavier being a mix of best friends brothers so close that they sometimes seem like a single being.
Xavier first met his wife Tamia when she was an student at the Unseen University and he was assigned to mentor her. This mentorship turned into a friendship over time as Tamia got her feet under her, and proved to be more then Xavier's match in her own fields. Eventually Xavier and Tamia ended up adopting Ophelia, Avernus' first Alpha Psyker after her parents gave her up. They moved in together then and continued to live together even after Ophelia moved out. Eventually Xaiver and Tamia realised that they had feeling for each other and got married, having two more daughters, Claire and Cassandra. Xavier always jokes that he and Tamia courted in reverse, first having a child, then moving in, and only finally marrying.
While often busy Xavier has almost always been able to ensure that he spends a good bit of time with his daughters, both when they were young as now that they are adults. In fact despite often acting like an classic batchlour man-child Xavier ahs proven to be one of the best fathers that you know. Not really surprising, Xavier has always hidden a lot mroe then he shows.
Xavier acts like a dedicated, and rather simplistic soldier who lives for battle and wins mostly via brute force and pyromancy, with an occasional cunning moment. This is entirely an act that Xavier puts on to make people underestimate him, with Xavier being one of the most subtle and cunning people that you know and one that views battle as just another duty rather then as something to live for. When he lets his guard down he shows that he is a highly philosophical and witty man, who always has an insightful, and often amusing, comment on any topic.
Grandmaster Psyker Tamia Jameson
Age: 794 rejuve to 20 Fame: 88- Grandmaster Tamia Jameson reputation as the mind behind the strides being made by Avernus' Telepathica has spread far and wide. Prestige: 91- Grandmaster Tamia Jameson has made countless discoveries that will aid psykers for generations to come, and is considered to the one of the greatest human experts on the Warp. Ever. Standing (Avernus): 87- While not as prominent as her husband, Grandmaster Tamia is still counted as one of the great warriors and leaders of Avernus. Standing (Imperial Trust): 44- Grandmaster Tamia's discoveries have earned her the respect of many of the Imperial Trust's leadership.
Martial: 15+9=24- 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. Intrigue: 13+12=25- 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. Administration: 17+3=20- Grandmaster Tamia Jameson is a skilled administrator who ensures that her division is the best run in the Adeptus Astra Telepathica. Learning: 29+28=57- 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. Will: 13+18=31- Grandmaster Tamia Jameson faith and will are strong enough that she has so far resisted the whispers of the Warp, though they continue to plague her. Diplomacy: 19+18=37- 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. Combat: 21+25=46- 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 grace to deverstating effect. Psychic Power: 26+13=39 (405*216=87,480)- 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: 3+47=50- Grandmaster Tamia Jameson has a masterful control of her power and can easily manage the incredibly complex workings of the more powerful magics.
(170/9+5.5=24.5)
Paragons and Artifacts Learning Paragon Trait: Mother of Magic (+15 to all research and psychic rolls, +50 to all psychic rolls related to magic, magic includes using the Winds, Rituals, Runes and similar)-Tamia Jameson has been at the forefront of the research into secrets of Avernus, and is in large part responsible for the transformation of the Adeptus Astra Telepathica from the base psychic disciplines of Avernus to a range of new disciplines, which are mostly going under the umbrella of magic due to that being the term used by the Peoples of Avernus. Tamia's mastery of these fields is heads and shoulders above those of the rest of the Telepathica, something that is shown both on the field and in the lab. Innate Traits Beta-Level Psyker(26 Power, -19 Control, -6D, *216 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. Acquired Traits Avernite Bi-centenarian (+6C, +2W, +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 Primaris Psyker (+3M, +2D, +3W, +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. 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. Untiring (+2L, +2W, +3C, +2 Control, reduce time needed for research projects by 20%)- Tamia's ability to work without rest has long since passed the limits of humanity, with only a handful of hours of sleep being needed a week. This is a demonstration of her willpower and biomantic control, and allows her to finish research projects consistently ahead of schedule. Stage Presence(+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. Grandmaster Psychic Researcher (+8 Control, +12L, +40 to all psychic research rolls)- Grandmaster Tamia Jameson's ability to study the warp is legendary, being able to take her understanding of the strange, mutable, laws of the Immaterium and create psychic powers or refine those already known to a fine point. Warrior of the Emperor(+2M, +2W, +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 Master Channeller (+7 Power) – Grandmaster Tamia has greatly increased the amount of power that she can draw from the Warp safely over the years. 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. Deepwood Survivor (+1I, +2C, less likely to die(5))- Grandmaster Tamia spent decades living in the Lindon Deepwoods studying under the Shrine Fairies. This experience honed her survival skills to a fine edge. Master Ritualist (+1A, +6L, +4 Control, +50 to using and designing rituals, can use and create rituals up to master level)- Tamia Jameson is a Master Ritualist, trained by Master Oakleaf of the Shrine Faeries. Ritualist of the Grand Incursion (+1M, +2L, +9W,+1D, +5C, +1 Power, +5 Control, +50 to all rolls against daemons, cause fear in daemons, +13 Prestige, +13 Fame)- Grandmaster Tamia Jameson first made her name fighting against the First Daemonic Incursion and has proven her mettle in several since then. It was the Grand Incursion where she had the biggest impact though, despite not fighting near the frontlines. The Rituals she created and directed were one of the key components in your victories and can be given a great deal of the credit for no less than six of the nine Honoured being banished by your forces. Research Team Leader (+1L, +2D, +5 to research actions involving multiple heroes) -Tamia has learned how to manage working with a group of highly skilled, highly confident co-researchers. It's harder than it sounds.
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. Primaris 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 Primaris Tamia Jameson continued her life as one of the most powerful psykers of Avernus, though always overshadowed by her friend and mentor Priamris Xavier. This changed 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 Primaris 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 Primaris 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 Primaris Tamia Jameson was promoted to Master Primaris Psyker, and counted among the great psykers of the Imperial Trust.
Soon enough Tamia's true talents showed themselves as she quickly proved herself to be a utter genius when it comes to understanding the Warp. Soon enough Tamia was spearheading all research effects in Avernus' Telepathica, a position that was formalised with the reorganisation of the Adeptus Astra Telepathica and the appointment of Tamia Jameson as the first Grandmaster of the Central Department. In her time as the Grandmaster of the Central Department Tamia has massively increased the Telepathica's understanding of the Warp and the quality of their training. She has also overseen the addition of several new psychic disciplines to the Telepathica, including the Songweaving that she created.
As the grow Tamia has found that her true talents lie in telepathy rather then pyromancy, and has become the best Telepath in the Adeptus Astra Telepathica by a large margin. This is aided by the study that she has made of the human mind and how it works, which she has since made part of the standard training for all telepaths. Tamia makes heavy use of delegation in leading her department, allowing her to focus on her current research project and her family more then she otherwise would be able to.
Meeting Tamia Jameson is always 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 earned her her reputation as the Unseen Universities 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.
Grandmaster Aria
Age: 898 rejuved to 20 Fame: 535- While Grandmaster Aria has attracted little attention outside of Avernus and the Telepathica from her actions, her very nature has made her a topic of fascination for psychic scholars of the Empire of Ashes. Prestige: 76- Grandmaster Aria is known as the greatest human psychic duellist alive, in large part due to her Null Zone. Standing (Avernus): 82- Grandmaster Aria is one of the leading causes of death of rogue psykers, and regularly saves tens of millions of Avernites from death. Avernus as whole remains thankful. Standing (Imperial Trust): 34- Grandmaster Aria has attracted little attention from the Imperial Trust.
Martial: 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. Intrigue: 18+10=28- Grandmaster Aria is highly skilled at locating hidden psykers and sneaking up on them. Administration: 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. Learning: 15+20=35- Grandmaster Aria has a very good understanding of the Warp, and is developing a decent understanding of Ka. Will: 19+33=52-Grandmaster Aria's perfect knowledge of herself is the foundation of her unrelenting will. Diplomacy: 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. Combat: 17+33=50- Grandmaster Aria is a highly skilled fighter, able to hold her own against all but the greatest of foes even without using her powers. With them she is one of the deadliest mortals alive. Psychic Power: (0-32)+20=0 to 52 (0 to 708,480)-Grandmaster Aria is a powerful Omega-level Blank, a powerful Alpha-level Psyker or anything in between. Psychic Control: 22+(29-50)=51-72- Grandmaster Aria's ability to adjust her power allows her the ability to trade power and control at will, allowing her to wield minor power with precision that even Grandmaster Ridcully has can only dream of or the power of an Alpha with merely incredible control. Ka Power: (0-35)+21=0 to 56(0 to 420,000) -Grandmaster Aria is a powerful Omega-level Blank, a powerful Alpha-level Psyker or anything in between. Ka Control: 10+(16-26)= 26 to 36- Grandmaster Aria has a high level of control her Ka when she is using her full power, and a bit more when she retrains herself.
(207/11+11.5=30.5)
Paragons and Artifacts
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. Paragon trait Paragon Control Trait: Becalming Presence (increase Null field effects on Sa wielders 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 freeing more of her Warp power for Aria to wield. Paragon Power Trait: Untouchable Power (reduce the impact of Ka-based Null Fields by 80%, maximum impact -20% power) — Aria can work in the heaviest Ka fields possible with merely minor effects Innate Traits Alpha and Omega (+1 Psychic Control, +2 Ka Control, can use null Zone, can very Sa power from nill to Alpha at will, can very Ka power from nill to Omega at will, allows her to ignore most of the effect of Blanks)- Grandmaster Aria seems to be an entirely natural chimeric combination of an Alpha-level Psyker and an Omega-level Blank. Despite the fact that that combination should be impossible. This seems to have left her with the powers of a Delta-level Psyker as standard, she has learned to make full use of her powers simultaneously, or to totally hide them.
Multiplier
Power
Control
Diplomacy
Iota
0.05
3
2
0
Theta
0.15
7
0
0
Eta
0.45
10
-2
-1
Zeta
1.50
12
-4
-2
Epsilon
5
14
-7
-3
Delta
18
17
-10
-4
Gamma
54
21
-14
-5
Beta
216
26
-19
-6
Alpha
864
32
-25
-8
Multiplier
Power
Control
Diplomacy
Upsilon
0.1
5
0
-4
Phi
1
11
-1
-7
Chi
30
18
-3
-11
Psi
200
26
-6
-16
Omega
750
35
-10
-22
Pure of Mind and Soul (+3 Psychic Control, +3W, 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 Primaris Psyker. Acquired Traits Grandmaster Primaris Psyker (+3M, +5C, +3D, +3L, +6P, -+4 Psychic Power, +12 Psychic Control) - Grandmaster Aria is is a Grandmaster Primaris Psyker, one of the greatest human psykers in history. Master of Daemonology (+3P, +4 Psychic Power, +4 Psychic 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 Psychic Power, +3 Psychic 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. 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. 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.
Master Witch Finder (+4I, +2D, +4 Psychic 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 Psychic Power, +4 Psychic 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 Psychic Power, +3 Psychic 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 Psychic Control, +3 Ka Power, +2 Ka 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 up to her maximan as Alpha)- Grandmaster Aria is able to project her Ka out onto her foes, dimming their connection to the Warp while allowing her access to more f her true psychic might. Survivor of the Pink Skies (+2P, +1C, +1 Psychic 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. Survivor of the Green Skies (+2W, +1C, +1 Control, +5 to all rolls against daemons, +2 Prestige)- Having proved herself against the most dangerous foes in the galaxy during the Fourth Daemonic Incursion Grandmaster Aria 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 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.
(+1M, +8I, +12W, +2D, +15C, +5 Psychic Power, +18 Psychic Control, +5 Ka Power, +4 Ka Control, +10 Prestige, +5 Standing (Imperial Trust), +5 Standing (Avernus), +50 to all rolls to locate Psykers, +300 to all rolls 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 up to her maximan as Alpha)- Grandmaster Aria is the bane of witches and daemons everywhere, with her talent for hunting down and slaying them having only a handful of peers and one better in the galaxy. Enlightenment (+9W, +6 Psychic Power, +9 Psychic Control, +2 Ka Power, +1 Ka Control)- Grandmaster Aria has spent decades pondering on her true nature and has learned her own true nature in a way that few beings even attempt to. This knowledge bolters her will, allowing her to draw on ever greater amounts of power and control it with even more finesse. She also informs you that conventional knowledge on the nature of Blanks is utterly wrong. Continuing Education (+4L)- Grandmaster Aria has seen the level of psychic knowledge that the Telepathica posses increase massively over her career. This has demonstrated to her that the boundaries of knowledge are constantly being push, and that working to keep yourself up to date is valuable. Solar Ka Consuption (+1L, +1 Ka Control, +2 Ka Power, can absorb Solar Ka, double maximum Ka)- Aria finds it easy to absorb solar ka and convert it into her own, allowing her to both recharge Ka far faster and store twice as much as she could produce by herself. Ka Researcher (+4L, +20 to all rolls to investigate life-force)- Grandmaster Aria has opened up an entirely new field of study and is the leading light in humanities efforts to gain an understanding of Ka. Skilled Ka Adapt (+2L,+4 Ka Power, +8 Ka Control)- Grandmaster Aria has gotten beyond the basics of ka use, and is now a respectably skilled Ka Adapt. Master Self-Infusion (+2L, +4C, +4 Ka Power, +8 Ka Control, +50 to all rolls for Self-Infusion)- Grandmaster Aria has developed her skill to a level beyond mere expertise. Power Mixing (+2L, +2W, +3C, +2 Sa Power, +2 Sa Control, +2 Ka Control, +2 Ka Power can combine Ka and Sa buffs and attacks) — Grandmaster Aria has learned how to blend her Ka and Sa, allowing them to work together to achieve results that she could not have achieved with one alone. Skilled Technological Infusion (+2L, +2 Ka Power, +2 Ka Control, +20 to all rolls for Technological Infusion) — Grandmaster Aria is skilled at infusing technology with her Ka in ways to boost it far beyond what it could normally achieve.
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.
It recently became known that Grandmaster Aria seems to be a entirely natural chimeric combination of an Alpha-level Psyker and an Omega-level Blank. Despite that fact that that combination should be impossible. This seems to have left her with the powers of a Delta-level Psyker, though as she uses her Null Zone ability to cut others off from the Warp her powers grow, maxing out at Alpha-level. The only other effect that has so far been recorded is that Aria is fully immune to the instinctual terror and loathing that psykers feel.
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.
Mittens the Phase-Tiger
Age: 805 Fame: 13- While Mittens appears in most descriptions of Grandmaster Xavier, people outside of Avernus are only starting to pay him any attention. Prestige: 102- Among those who know about him, Mittens sheer ability in stealth and combat is feared. Standing (Avernus): 42- It is a known fact on Avernus that Mittens is a lot more then Grandmaster Xavier's pet, and that he has been beside his bondmate since the beginning. Standing (Imperial Trust): 1- You mean Grandmaster Xavier's pet tiger. Did you hear the story that it killed a Greater Daemon?
Martial: 17+4=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: 29+25=54- 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: 2+3=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+7=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. Will: 23+15=38- Like many natives of Avernus Mittens has a strong will and an incredible resistance to the lure of Chaos. Diplomacy: 11+6=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: 28+22=50- Mittens is a terror in a fight, able to bypass almost any defense and attack from any angle. Psychic Power: 12+13=25 (150*40.3=6,045)- 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: 15+19=34- Mittens has an very high level of control over his power, though by no means unmatched.
(104/9+6=18) Paragons and Artifacts 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. Artefact: Waneclaw - (Force Weapon, *3 Ambush Damage, Pen = Intrigue/2) - A spectral weapon made in part from ghostly entities found in the Boneyard, these claws seemingly cut through the real and unreal both as though it exists in neither, and is especially terrifying when used to strike from the unknown. Innate Traits
Phase-Tiger (+10I, +10W, +8C, -4A, -2L, roll all stats on two less dice, Power 5, *0.3 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, +40 power multiplier, +3M, +4I, +2A, +2L, +2W, +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. Acquired Traits Phase-Tiger Ancestor (+10I, +8C, +5W, +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. University Cat(+5L, +3D, +1W, +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 (+3W, +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. Survivor of the Grand Incursion (+5I, +6W, +2C, +1 Control, +50 to all stealth rolls vs psykers and daemons, +25 to all rolls against daemons, +4 Fame, +36 Prestige)- Mittens has fought in every Grand Incursion so far beside his human Xavier, and in the Grand, Incursion proved just how deadly he can be by ambushing and killing the wounded Honoured Keeper of Secrets Shoraar Suppleblade.
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.
Frederick Rotbart, First Governor of Avernus
High Council Member
Age:896 rejuved to 20
Gender: Male
Homeworld: Gallium III (civilised world) Fame: 267- Your name is well-known throughout the Imperial Trust, and is not unknown in the wider galaxy. After your showing in the Grand Incursion the daemons of Chaos in particular are likely to know your name. Prestige: 117- You are respected as a highly-skilled governor but mostly as an incredible general who played a key part in the humiliation of the Daemon Primarch Perturabo and the capture of the Phalanx. Standing (Avernus): 110- Your standing on Avernus is good enough that even without your titles you could rule Avernus by degree based on your reputation alone. Standing (Peoples of Avernus): 70-The defence that you commanded during the Grand Incursion held against everything that the forces of Chaos sent at it, and despite being a secondary front has given you a strong reputation as a leader and general among the peoples of Avernus. Standing (Imperial Trust): 69- You are a respected member of the Imperial Trust High Council and Executive Councils who despite a few issues knowns when to put the Trust first.
Martial: 26(32) + 28 = 60(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(21)+ 11 = 30(35)- While you are no better at stealth than 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 + 28 = 38(49- While it is no 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 +11= 23(28)- While you have received a good education and are well-read you are by no means a great scholar.
Will: 15 +28= 43(44)- Your already strong will has only been strengthened into adamant by the trials that you have faced during your time on Avernus, and the faith that your friendship with Saint Lin has helped grow.
Diplomacy: 14(13) + 17 = 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: 17 + 33= 50 (+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.
(130/7+9.5=28.5)
Paragons and Artifacts
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 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 Martial 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. Paragon Combat Trait: Small Unit Tactics (Double the effect of command bonuses on Governor's Own, triple it on Rotbart) - You have led the Governor's Own against overwhelming odds many times and come out with them mostly intact. This is in large part due to having learned to apply your understanding of war to smaller formations then the grand armies that you mostly command.
Innate Traits Hero's Luck(+3C, more likely to get in dangerous situations, bonus to combat rolls in bad situations)- You just seem to stumble into dangerous things a lot more then you should. Military Genius- +6 Martial, -1 Diplomacy, -1 Intrigue
Acquired Traits
Background: Administratum (-4M, -1I, +6A, -2C) First Governor of Avernus(+2M, +1I, +2A, +3D, +3W, +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 (+21M, +1I, +1D,-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, +10W, +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, +2W, +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, +1W, +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. Admiral and General (can use personal attention for Void actions, can command naval battles with full Martial, gain half effects of ground command traits in the void (rounding up))- While you lack the sheer wealth of experience that you have on the ground, you are still a incredibly experienced admiral, and have learned how to apply much of what you learned as a general to the void. 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. Skilled Duelist (+1C, +15 to all rolls in duels) - You have developed into a skilled duellist over the centuries, able to cross blades with all manner of champion and triumph. 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. 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. Master Defender (additional +5M when defending, +25 to the morale of force under her command when defending) - Most of your greatest battles have been fought on the defensive, and over the centuries you have developed your skills in that field to among the galaxies best. Munitions Specialist (+2A, reduce the amount of munitions lost to anything but use by 50%)- You are an expert at making use of special ammunition, and at making sure that each ship has just enough and no more. An Eye for Trouble (+1I, +2A)- You have a talent for spotting where something is going wrong in an organisation, which is valuable both for dealing with administrative mess-ups and more hostile actions. Further Studies (+1A, +2L)- You have done various courses at Avernite educational institutes. Currently, these include Social Sciences and Warp for Cavers.
Daemonbane (+4W, +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. Survivor of the Gilded Skies (+2W, +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. Survivor of the Green Skies (+2W, +5 to all rolls against daemons, +2 Prestige)- Having proved yourself against the most dangerous foes in the galaxy during the Fourth Daemonic Incursion you has had your faith and combat skills tested. Foe of Chaos (+1M, +1W, +1M while fighting Chaos)- Many of Governor Rotbarts greatest campaigns have been fighting against the forces of Chaos, and he has grown skilled at combating the forces of the Dark Gods.
(+1M, +11W, +2C, +1M while fighting Chaos, +70 to all rolls against daemons, cause terror in daemons, +12 Prestige, +47 Fame)- Governor Rotbart has commanded the forces of Avernus against no less than five incursions, including the Grand Incursion where his wall did not fall before the Incursion ended.
You are Frederick Rotbart, first Governor of Avernus and you are approaching your retirement. It is approaching nine hundred years since an administrative mess up led to you being tasked with leading the colonisation of the Deathworld of Avernus, and both you and your people have changed immeasurably since then, as has the galaxy as a whole.
Before coming to Avernus you were a well respected member of the Administratum who had been gifted planetary governorship of a debt-ridden agri-world. However, due to a paperwork mess up confusing you with General Frederick Rutbart you ended up instead tasked to lead the colonisation efforts for the most dangerous Deathworld known to the Imperium, Avernus. On Avernus you were found to have an incredibly high natural talent for military command, talent that now that you have developed counts you as among the greatest generals that humanity has ever produced. Over the centuries you have honed your military talents and combat skills to a high level, and can now barely remember the Administratum Adept who had never seen a fight that you once where. These days you are Governor Rotbart the Great, one of the leading figures in the politics and military of the Imperial Trust, a warrior that few can match and one of the best generals in the galaxy.
On a more personal level, since coming to Avernus you have lost Henry, your apprentice and first adopted son. You have also married and watched as your beloved wife Freya, your daughter Syr, your son-in-law Sigmund, and your grandson Tormod died to a mix of enemy attack and the dangers of Avernus. You also picked up a new sister, Jane Oakheart, and adopted a second son, Gerald Xavier, who has himself married Tamia Jameson and has three daughters, the eldest of whom is adopted. You have also made many great friends, some of whom still live but many have been claimed by the dangers of Avernus or fallen in one of the many wars you have fought. Or even in a few cases died of old age.
References
The Shining Citadel
The Shining Citadel over Avernus is a massive Warp construct that can be seen by navigators halfway across the galaxy, if only intermittently. While it acts as a defence for the local warp against the forces of Chaos, its main use is as a navigational beacon.
Chaos cant navigate within a 43LY radius
+1100% Warp speed within twenty Light years of Avernus (Core Sub-Sector)
+314% Warp speed within a hundred Light years of Avernus (Core Sector)
+183% Warp speed within two hundred Light years of Avernus (Imperial Trust)
+90% Warp speed within five hundred Light years of Avernus (Local Region)
+26% Warp speed within two and a half thousand Light years of Avernus (Large area)
formula (11/(6^(log distance/20))
-100% Chaos Warp speed within forty-three Light years of Avernus (Core Sub-Sector)
-52% Chaos Warp speed within a hundred Light years of Avernus (Core Sector)
-31% Chaos Warp speed within two hundred Light years of Avernus (Imperial Trust)
-15% Chaos Warp speed within five hundred Light years of Avernus (Local Region)
formula (11/(6^(log distance/20)+1)
-20% Chaos chance of psykers
-10% rogue psyker kills
-4% death rate of psykers
The Lighthouse of Valinor
The Lighthouse of Valinor is a repeater for the Shining Citadel on Valinor that takes the form of a mirrored lighthouse in the Warp, and reflects the Light of the Shining Citadel into the Warp around Valinor. While only half the strength of the Shining Citadel itself, it adds to the impact of the Shining Citadel, providing a greater effect than the Citadel alone.
Chaos can't navigate within a 4 ly radius
+500% Warp speed within twenty Light years of Valinor (Valinor Sub-Sector)
+142% Warp speed within a hundred Light years of Avernus (Core Sector)
+83% Warp speed within two hundred Light years of Avernus (Imperial Trust)
+40% Warp speed within five hundred Light years of Avernus (Local Region)
+11% Warp speed within two and a half thousand Light years of Avernus (Large area)
formula (5/(6^(log distance/20))
-100% Chaos Warp speed within four Light years of Valinor(Valinor)
-33% Chaos Warp speed within twenty Light years of Avernus (Valinor Sub-Sector)
-9% Chaos Warp speed within a hundred Light years of Avernus (Core Sector)
-5% Chaos Warp speed within two hundred Light years of Avernus (Imperial Trust)
-2% Chaos Warp speed within five hundred Light years of Avernus (Local Region)
formula (2/(6^(log distance/20)+1)
This is additive with the Shining Fortress bonus; maximum increase to speed is +1100%
Imbac: Birth - War in Heaven. Specialisation: Chronomancy. Known feats: Creation of Chaos, The Unbinding of Avernus, The Helheim Chronosphere.
Ri'bit: Birth - 714. Specialisation: Astromancy. Known Feats: The Shining Citadel.
Quex: Birth - 726. Specialisation: Soulcrafting. Known Feats: The Primal Narwhal (Collaborator), Working on Ensouled Artificial Intelligence.
Ekkeko: Birth - 738. Specialisation: Crafting. Known Feats: Built the second and fourth Slann Spawning Pools; next project unknown.
Nand: Birth - 750. Specialisation: Technology. Known Feats: Working on Ensouled Artificial Intelligence.
762, 774, 786 - one Slann each (some may be sleeping)
Tonalnan: Birth 786 Specialisation: Light. Known Feats: Created Bonfire(name?) alongside Nuk'it and Areatha. Expect Uhl-Gysh and a bit of Cataclysm Magic.
Nuk'it: Birth 798 Specialisation: Fire. Known Feats: Created Bonfire(name?) alongside Tonalnan and Areatha. Expect Cataclysm Magic… extensively.
798 - one Slann (may be sleeping)
Va'Jnem - Birth: 810. Specialisation: Songweaving
Il'Moore'Ni - Birth: 810. Specialisation: Technomancy. Known Feats: Strengthening the walls of Itza
Loom'Kajnn - Birth: 810. Specialisation: Unknown, but acts strange and gets along with Cegorach.
822 - two more Slann (one or both may be sleeping)
834 - three Slann.
846 - four Slann.
Kop'eep'aste: Birth date unknown. Specialization: Cataclysm spells. Known feats: Currently working on integrating Culture Spirit IFF into Cataclysm spells.
Total Slann number: around a dozen plus another dozen still-inactive ones.
The most modern set of ship designs used by the Imperial Trust were created in response to the various psychic and anti-matter innovations that came from Avernus in recent decades and have been categorized as the Runic Navy. There are seventeen different classes of ship and five classes of defenses currently in the Runic Navy.
Screen
Screening Ships are the smallest ship in any fleet, and exist mostly to support the larger ships and eliminate the enemy screen rather then to engage capital class foes. This can consist of scouting, patrolling, flanking vulnerable enemy ships and escorting capital ships. Screening ships die by the dozen in any real engagement, but still fulfil a vital role while they last.
Currently the Runic Navy fields one class in the screening role, and four others in the normal screening size range of corvette to light cruiser.
The Meteor Descent Corvette is the current decent used by the Imperial Trust. It's ability to descend to near ground level allows it to providing devastating firepower with pinpoint accuracy from its disintegrator batteries, which can be used to devastate entire armored formations or rip apart Titans in short order. The Meteor protects itself from attacks with a powerful point defense network to keep bombers at bay and a formidable void shield that can withstand a solid amount of incoming fire before overloading. Neither of these are the primary defense of the Meteor however, with that honor going to its heavy armor, defensive runes and powerful Structural Integrity Fields which can allow the corvette to weather an amount of fire that would shatter most frigates.
Stats: Armor 4.05, PD 3.92, HP 20.79, Shields 6.89, Speed 3
Misc: 56.% Hulk Chance, +10% Warp Speed, Descent, -Unassisted Warp, 1 Stealth
Cost: 6.2 Small CP, 2,340 Thrones, 644 Material, 5 Promethium, 4,590 Advanced Material, 5,860 Exotic Material, 5 Relic Material
Weapons (1.35=4.05 E): , 4=6.7x E Disintegrator Battery (Enchanted Rune of Fire, Enchanted Rune of Reinforcement, Bridge Rune)
The Dust Destroyer is the only proper screening ship designed for the Runic Navy. A fast tough design armed with a mix of torpedoes and attack craft bays, the Dust is designed to destroy its opposite numbers with torpedoes and bombers while escorted by self launched fighters. Unlike the traditional wedge or needle shape, the Dust looks more like an egg to better increase its capacity to store ordinance.
Dust (Carrier, Harass, Brute) Class Destroyer
Escort (Armor 2, ArM 1.5, PD 4.5, HP 2.4, Shields 1, Speed 6, Weapons E 6, Hulks 35%, +1 Power)
Ultimate Overcharged Plasma Reactor (+10% CP Cost, -1 Power Cost of OPW3, +6 Power)
Troll Reactor (+2% CP Cost, +1 Power)
Heavy Armour Plating MK2 (-1 Speed, 0.8 ArE)
Aegis Void Shields (x4.2 Shield, -2 Power)
Antimatter Doped Drives (+3 Speed, Needs AM Tanks, -1 Power)
Dust (+25% Base Weapons, +1/18th hanger cost, +1/9th Hanger capacity, round stats to 1st decimal place)
Enhanced Damage Control (+20% Base HP, slight +AM and EM)
Troll Weapons (+10% Weapons, +2% CP Cost)
External Fighter Drones (Ex Fighters, +10% Cost)
Psychic Architecture: Warship (+10% Warp Speed, +10% Total PD/HP/Shields/Firepower)
Stats: Armor 4.2, PD 5.9, HP 8, Shields 5.8, Speed 9
Misc: 43% Hulk Chance, Ex Fighters, +10% Warp Speed, +Size
Cost: 11.7 Small CP, 5,120 Thrones, 1,610 Material, 18 Promethium, 2,690 Advanced Material, 1,920 Exotic Material
Weapons (1.85=13.875 E): 3.5=5.6x E Torpedo Launcher (Enchanted Rune of Fire), 2.25x Hangar (2.5 Wings)
Probably the most unique ship in the Runic Navy is the Thunderspark Pocket Battleship, which is actually a very upgunned Light Cruiser. Between a PsyThrone crewed by a Veteran Beta Primaris and an incredible amount of Runes, the Thunderspark has a level of toughness and firepower that far exceeds its small size. Offensively it relies on five heavily runed Battleship scale Gluon Cannons, allowing it to putch through even the heaviest of armour and tear apart lesser targets. On the defense the Thunderspark makes use of the most advanced materials ever used by humanity on a naval scale and the various abilities that its PsyThrone provides it, including a supernateral level of self repair. In battle the Thunderspark keeps its distance while slowly taking apart the most heavily armoured targets in the enemy fleet.
Thunderspark (Psythrone, Bleeding Edge, Harass) Class Pocket Battleship
Light Cruiser (Armor 3, ArM 2, PD 6, HP 6, Shields 2, Speed 5, Weapons CR 12, Hulks 40%, +1 Power)
Degenerate Reactor (18 Power, +10% HP, +10% Hulks, Super Expensive)
Adamant Armor (2 ArE, +2 Base Armor, +75% Cost, Huge AM Cost)
Deflector Shields (-1 Power, +1 Armor, 0x Shields)
Antimatter Doped Drives (+3 Speed, Needs AM Tanks, -1 Power)
Thunderspark (+25% Base Weapons, round up HP and PD)
Enhanced Damage Control (+20% Base HP, slight +AM and EM)
Psychic Architecture: Gunship (+10% Warp Speed, +20% Firepower)
PsyThrone (+40% Total HP/Shields, +1 Armour, +0.2 ArE, +1 Speed, +50% HP, +10% Regen, +75% Base Weapons, +2 Stealth, 5% CP Cost, 500 EM, 5 RM, +2 Power)
Sturdy (+20% HP/PD, -1 Power)
Antimatter Tanks (-5% HP)
Overpower Weapons 1 (+25% Weapons, -1 Power)
Overpower Weapons 2 (+25% Weapons, -2 Power)
Plasmatic Energy Conduits (+50% Base Weapons, Super Expensive)
Adamant Bones (100% base HP, +20% Hulks, Oversized Weapons 3x to 2x cost)
Advanced Singularity Thrusters (+0.5 speed, +20% Total HP/Shields, +2% CP Cost, +500 EM, -2 Power)
Depower Engines (-1 Speed, +2 Power)
Structural Integrity Field (+15% HP, -2% Hulks, -1 Power)
15x High Density Accumulators (+150% of Base Weapons rounded up worth of High Energy Weapons, -15 Power)
Runes
First
Enchanting
Second
Enchanting
Weapon
Fire (+30% Damage)
Yes
Reinforcement (+15% Damage)
Yes
Reactor
Fire (+1 Power)
Yes
Ice (+1 Power, +5% Hulks)
Yes
Cooling
Inverted Fire (+10% HP, +1 Power)
Yes
Ice (+10% HP, +1 Power)
Yes
Armor
Toughness (+1 Armour)
Yes
Reinforcement (+0.5 Armour)
Yes
Power System
Lightning (+1 Power)
Yes
Reinforcement (+1 Power)
Yes
Shield
N/A
No
N/A
No
Superstructure
Toughness (+50% Total HP, +5% Hulks)
Yes
Reinforcement (+25% Total HP, +5% Hulks)
Yes
Engines
Reinforcement (+0.5 Speed)
Yes
Inverted Fire (+0.5 Speed)
Yes
Point Defense
Lightning (+10% Total PD, +10% Total AA)
Yes
Reinforcement (+5% Total PD, +5% Total AA)
Yes
Stats: Armor 13.65, PD 9, HP 117, Shields 0, Speed 10
Misc: 91% Hulk Chance, +10% Warp Speed, 10% Regen
Cost: 122 Small CP, 110,000 Thrones, 20,400 Material, 244 Promethium, 130,000 Advanced Material, 84,800 Exotic Material, 9 Relic Material
Weapons (1.5=45 CR): 7.5=15.075x BB Gluon Cannon (Enchanted Runes of Fire and Reinforcement)
The Ripple Assasin Cruiser is the smallest stealth ship in the Runic Navy, being the only stealth ship smaller the a Battlecruiser. Like the Thunderspark the Ripple uses a Psythrone and cutting edge technology to create a ship far more powerful then its small size suggests. In the case of the Ripple this is to create a tough regenerating ship with enough stealth to choose its engagements, and rapidly disengage when it wishes. In combat the Ripple relies on eight batteries of battleship grade Phased Plasma Projectors, enough firepower to devastate entire escort squadrons in short order or threaten all but the toughest of battleships. Generally the Ripple is used to eliminate small patrols of enemy ships without a sign or to take out the lighter targets in larger ambushes.
Stats: Armor 12.65, PD 8.9, HP 125.4, Shields 6.17, Speed 7
Misc: 108% Hulk Chance, Mobile Stealth, +10% Warp Speed, 9 Stealth, 10% Regen
Cost: 114 Small CP, 75,300 Thrones, 13,600 Material, 136 Promethium, 83,200 Advanced Material, 88,600 Exotic Material, 15 Relic Material
Weapons (1.85=44.4 CR): 11=22.11x BB Phased Plasma Battery (Enchanted Runes of Fire and Reinforcement)
The Skyfall Bombardment Cruiser is built for a single narrow role, and it fulfills it excellently. The Skyfall can inflict a devastating amount of damage targeted to ground targets with its massive battery of bombardment cannons, quickly reducing any unshielded target to craters and being able to breach some theater shields to get at the army that they are protecting.
Skyfall (Bombardment Cannon) Class Light Cruiser
Light Cruiser (Armor 3, ArM 2, PD 6, HP 6, Shields 2, Speed 5, Weapons CR 12, Hulks 40%, +1 Power)
Ultimate Overcharged Plasma Reactor (+10% CP Cost, -1 Power Cost of OPW3, +6 Power)
Troll Reactor (+2% CP Cost, +1 Power)
Heavy Armour Plating MK2 (-1 Speed, 0.8 ArE)
Ancile Void Shields (x1.4 Shields, +2 Power)
Tranth Heavy Engines (-1 Speed, +4 Power)
Skyfall (+15% Weapons, 2x Base Weapons, BCs only, -16 Power)
Enhanced Damage Control (+20% Base HP, Slight +AM and EM)
Troll Weapons (+10% Weapons, +2% CP Cost)
External Fighter Drones (Ex Fighters, +10% Cost)
? Psychic Architecture: Gunship (+10% Warp Speed, +20% Firepower)
Stats: Armor 5.6, PD 7.2, HP 31.19, Shields 3.68, Speed 2
Misc: 60% Hulk Chance, Ex Fighters, +10% Warp Speed
Cost: 44.6 Small CP, 33,000 Thrones, 6,200 Material, 62 Promethium, 23,300 Advanced Material, 19,100Exotic Material
Weapons (2=48 CR): 144=250.56x Bombardment Cannon (Enchanted Rune of Fire)
Cruisers
Cruisers are by far the most common class of capital ships, being the cheapest capital class ships by far. They are used to build up numbers in a fleet, and make up for their average toughness and firepower with sheer numbers. As well as forming the main line of battle, these ships are mostly used as second line capital ships, going everywhere a more valuable capital ship is not needed.
Currently the Runic Navy fields three conventional classes of cruisers, and has two other ships in this size category that don't fill the classic cruiser role.
The Storm Carrier is the Runic Navy's primary capital class carrier, providing the attack craft reserves to go with the Dust's launch capacity. These reserves are further boosted by the Storm's integrated Waitwood, allowing it to easily refill its hangers between engagements as long as enough Gardens are in the area. In battle the Storm keeps to the back, sending out waves of attack craft which then rebase to Dust Squadrons and providing long ranged fire support with its Neutron Lances.
Storm (Harass, Carrier) Class Carrier
Cruiser (Armor 4, ArM 2.5, PD 7, HP 8, Shields 3, Speed 5, Weapons CR 24, Hulks 45%, +1 Power)
Ultimate Overcharged Plasma Reactor (+10% CP Cost, -1 Power Cost of OPW3, +6 Power)
Troll Reactor (+2% CP Cost, +1 Power)
Very Heavy Armour Plating MK2 (-1.5 Speed, CR+, 1.2 ArE)
Aegis Void Shields (x4.2 Shield, -2 Power)
Antimatter Doped Drives (+3 Speed, Needs AM Tanks, -1 Power)
Storm (+1 Speed, round up stats)
Enhanced Damage Control (+20% Base HP, slight +AM and EM)
Troll Weapons (+10% Weapons, +2% CP Cost)
External Torpedo Launchers (Ex Torps, +10% Cost)
Psychic Architecture: Warship (+10% Warp Speed, +10% Total PD/HP/Shields/Firepower)
Stats: Armor 8.5, PD 11, HP 45, Shields 37, Speed 9
Misc: 68.% Hulk Chance, Ex Torps, +10% Warp Speed, Waitwoods
Cost: 98.3 Large CP, 42,800 Thrones, 16,400 Material, 189 Promethium, 36,900 Advanced Material, 36,500 Exotic Material
Weapons (1.85=44.4 CR): 22x Hangar (44.4 Wings), 7.5=11.96x CR Neutron Lance (Enchanted Rune of Fire)
The Promethean-GR is the mainline capital ship in the Runic navy, contributing a massive portion of the fleets combat power. Armed with twin Neutron Superlances on its prow and a battery of heavy Phased Plasma Projectors on each broadside as well as a small hanger, it can lay down an incredible amount of firepower. While its defenses are not as formidable as its weapons, the Promethean-GR's range of defensive technologies still allow it to weather more damage then any New Model Navy Heavy Cruiser. In battle Promethean-GR's form the main line of battle, trading blows the the enemy fleet in a head to head clash.
Stats: Armor 8.5, PD 9.66, HP 66.53, Shields 33.08, Speed 6
Misc: 80% Hulk Chance, Ex Torps, 1 Stealth
Cost: 98.3 Large CP, 44,100 Thrones, 16,500 Material, 199 Promethium, 49,200 Advanced Material, 51,000 Exotic Material
Weapons (1.61=38.7 CR): 2=3.19x Neutron Superlance(Enchanted Rune of Fire), 2=2.9*BB Phased Plasma Battery(Enchanted Rune of Fire), 1.5x Hangar (3 Wings)
The Promethean-HR is the harasser version of the Promethean, sacrificing some of its toughness and increasing the price in order to boost its speed enough to harrass most foes. The Promethean-HR tends to be tasked with taking capital and supercapital targets with its twin prow mounted Neutron Superlances and quartet of Neutron Lances. While it lacks the toughness of the GR varient, the HR still has the strong shelds allowing it to weather a high amount of firepower at the high ranges that it prefers operating it.
Stats: Armor 8.5, PD 9.66, HP 49.9, Shields 33.08, Speed 9
Misc: 88% Hulk Chance, Ex Torps, 1 Stealth
Cost: 98.3 Large CP, 42,800 Thrones, 16,400 Material, 189 Promethium, 36,900 Advanced Material, 36,500 Exotic Material
Weapons (1.61=38.7 CR): 2=3.19x Neutron Superlance(Enchanted Rune of Fire), 4=5.8x CR Neutron Lance(Enchanted Rune of Fire), 1.5x Hangar (3 Wings)
A rather unique design the Garden Mobile Waystation is intended to sit in the deep void and act as a waystation with its Waitwoods, with a chain of them allowing ships deep within enemy territory to use waitwoods to receive supplies. To both minimise costs and strengthen its connection to the Primal the ship uses a bioreactor and is made of living materials. The end result is a slow and vulnerable ship with only token weaponry, but that has half again as many waitwoods as you would expect and has maintenance costs lower then most of your Light Cruisers.
The only large cruiser design currently fielded by the Runic Navy, the Quicksand Ambush Cruiser is a pure ambush design. It makes use of its stealth to reach a good firing position, unleashes the full fury of its Ion Annihilator in a single volley then retreats. When thins go right this allows it to utterly destroy the targets before they have a chance to return fire, when they don't it is hoped that the Quicksands decent stealth is enough for it to escape.
Stats: Armor 6.5, PD 13.8, HP 102.91, Shields 11.03, Speed 6
Misc: 90% Hulk Chance, Mobile Stealth, +10% Warp Speed, 8 Stealth
Cost: 297 Huge CP, 93,200 Thrones, 30,100 Material, 139 Promethium, 92,200 Advanced Material, 71,600 Exotic Material, 25 Relic Material
Weapons (1.6=60 BB): 1=1.45x Ion Annihilator (Enchanted Rune of Fire), 4=5.8x DR Torpedo Launcher (Enchanted Rune of Fire)
Battleships
Battleships are the largest conventional warships, and each ship has enough firepower and armour to match an entire squadron of cruisers. Battleships are generally used either as flagships for fleets of all sizes or to make up powerful task forces which are used as an elite force by their Admiral.
Currently the Imperial Trust fields four classes of Battleship, only one of which fits the conventional role as an anchor for a line of battle.
The Hyrrokin is a classic battleship, with enough firepower to devastate entire squadrons of lesser ships while its thick shields and armor shrug off incoming fire. In battle it works best in the thick of the fighting, where its firepower can reap a bloody toll on the enemy even as its defences ensure that it suvives even as the entire fleet dies around it.
Antimatter Tanks (-5% HP)
Sturdy (+20% HP/PD, -1 Power)
Overpower Weapons 1 (+25% Weapons, -1 Power)
Overpower Weapons 2 (+25% Weapons, -2 Power)
Overpower Shields 1 (+25% Shields, -1 Power)
Spinal Weapon Mount (Allows Spinal Weapons, -1 Power)
Ultra Dense Lattice (1 UDA, +2 Power)
Advanced Singularity Thrusters (+0.5 speed, +20% Total HP/Shields, +2% CP Cost, +500 EM, -2 Power)
Depower Engines (-1 Speed, +2 Power)
Overpower Weapons 3 (+25% Weapons, -3 Power)
3x Structural Integrity Fields (+45% HP, -6% Hulks, -3 Power)
12x High Density Accumulators (+120% of Base Weapons rounded up worth of High Energy Weapons, -12 Power)
Runes
First
Enchanting
Second
Enchanting
Weapon 1
Fire (+30% Damage)
Yes
Reinforcement (+15% Damage)
Yes
Reactor
Ice (+1 Power, +5% Hulks)
Yes
Fire (+1 Power)
Yes
Cooling
Ice (+10% HP, +1 Power)
Yes
Inverted Fire (+10% HP, +1 Power)
Yes
Armor
Toughness (+1 Armour)
Yes
Reinforcement (+0.5 Armour)
Yes
Power System
Lightning (+1 Power)
Yes
Reinforcement (+1 Power)
Yes
Shield
Protection (+50% Total Shields)
Yes
N/A
No
Superstructure
Toughness (+50% Total HP, +5% Hulks)
Yes
Reinforcement (+25% Total HP, +5% Hulks)
Yes
Engines
Reinforcement (+0.5 Speed)
No
N/A
No
Point Defense
Lightning (+10% Total PD, +10% Total AA)
Yes
Reinforcement (+5% Total PD, +5% Total AA)
Yes
Weapon 2
Fire (+30% Damage)
Yes
N/A
No
Stats: Armor 19.25, PD 29.67, HP 483.37, Shields 281.14, Speed 6
Misc: 67% Hulk Chance, 200 UDA, Ex Torps
Cost: 3,524 Gargantuan CP, 410,000 Thrones, 77,000 Material, 1,190 Promethium, 1,110,000 Advanced Material, 880,000 Exotic Material, 36 Relic Material
Weapons (1.85=416.25 BB): 90=150.75x BB Gluon Cannon (Enchanted Rune of Fire), 6=8.7x AR Ragnarok Cannon (Rune of Fire), 2.25=3.44375x DR Phased Plasma Battery (Rune of Fire)
The Mirum is a rather simple design, using grav engines to slowly and stealthy move its heavily armoured bulk into short range of the enemy then erasing them with massed Thermal Lances and Protomatter Projectors. However the Mirum R is not exactly fast and as such can be challanging to get into position against manoeuvring foes. As such it is mostly used either in ambushes, attacks against defences or by the Imperial Trust's better admirals who can lure the foe into its range.
Stats: Armor 19.25, PD 27.5, HP 866.94, Shields 20.16, Speed 4
Misc: 113% Hulk Chance, 500 UDA, Mobile Stealth, +10% Warp Speed, 9 Stealth
Cost: 3,564 Gargantuan CP, 315,000 Thrones, 76,800 Material, 1,210 Promethium, 1,050,000 Advanced Material, 1,050,000 Exotic Material, 34 Relic Material
Weapons (1.85=333 BB): 29=48.575x DR Thermal Lance (Enchanted Rune of Fire, Enchanted Rune of Reinforcement, Bridge Rune), 24=40.2x DR Protomatter Projector (Enchanted Rune of Fire, Enchanted Rune of Reinforcement, Bridge Rune)
The Tephra II is the Imperial Trust's version of the Aeldari Ghostship, combining decent toughness, incredible speed and devastating short ranged firepower. Most admirals keep them back from the main battle to act as a reserve, and then unleash them on a key part of the enemy fleet.
Tephra II (Thermal Lance, Fast) Class Battleship
Battleship (Armor 9, ArM 4, PD 20, HP 90, Shields 17, Speed 4, Weapons BB 180, Hulks 60%, +3 Power)
Advanced Antimatter Reactor (-35% HP, -10% Hulks, PBB+, +RM, Needs AM Tanks, -4 RC Cost, +15 Power)
Ultra Dense Armor Plating (-1 Speed, 3 UDA, 2 ArE)
Ancile Void Shields (x1.4 Shields, +2 Power)
Antimatter Doped Drives (+3 Speed, Needs AM Tanks, -1 Power)
Tephra II (+1 Speed, -20% shield)
Enhanced Damage Control (+20% Base HP, slight +AM and EM)
Troll Weapons (+10% Weapons, +2% CP Cost)
External Torpedo Launchers (Ex Torps, +10% Cost)
Psychic Architecture: Gunship (+10% Warp Speed, +20% Firepower)
Stats: Armor 19.25, PD 27.6, HP 1044.7, Shields 27.49, Speed 11
Misc: 43% Hulk Chance, 200 UDA, Ex Torps
Cost: 3,524 Gargantuan CP, 229,000 Thrones, 78,000 Material, 1,290 Promethium, 783,000 Advanced Material, 733,000 Exotic Material, 32 Relic Material
Weapons (1.6=288 BB): 24=34.75x DR Thermal Lance (Enchanted Rune of Fire), 24=34.8x DR Protomatter Projector (Enchanted Rune of Fire)
The Siegebreaker II Naval Artillary is designed to destroy heavy defenses or devastate foes attacking from the front, and works incredibly well in those rolls. With its prow bristling with nearly a hundred heavily runed oversized Gluon Cannons, its firepower far exceeds any other human battleship, while between its armored prow can withstand an incredible amount of incoming fire. However its frankly pathetic speed and maneuverability and comparatively weak armour on every facing but the front, the Siegebreaker preforms far worse in every other situation.
Siegebreaker (Gluon Cannon Machine) Class Battleship
Reinforcement (+25% Total HP, +5% Hulks, (2.5T, 25AM, 50EM)*UDA Multiplier)
Yes
Engines
Reinforcement (+0.5 Speed)
Yes
Inverted Fire (+0.5 Speed)
Yes
Point Defense
Lightning (+10% Total PD, +10% Total AA)
Yes
N/A
No
Weapon 2
N/A
No
N/A
No
Stats: Armor 19.25(21.25 or 17.25), PD 20.7, HP 412.97, Shields 28.11, Speed 3
Misc: 42% Hulk Chance, 200 UDA, Ex Torps
Cost: 3,524 Gargantuan CP, 246,000 Thrones, 85,000 Material, 1,130 Promethium, 916,000Advanced Material, 954,000 Exotic Material, 40 Relic Material
Weapons (1.6=864 BB): 96=160.8x DR Gluon Cannon (Enchanted Rune of Fire, Enchanted Rune of Reinforcement, Bridge Rune)
Pocket Dreadnoughts
Pocket Dreadnoughts are the smallest of the Hyper-Capital ships, and are often used as flagships for entire Battlefleets or to dominate a section of all but the largest battles. As Hyper-Capitals they can shrug off enough firepower to wipe out entire task forces, and annihilate a capital squadron in a single volley.
The Runic Navy fields two classes of Pocket Dreadnoughts which act as flagships for your generalist and harassments fleets respectively.
The Oracle Pocket Dreadnought is the main flagship for the Runic Navies Harassment fleet, at least when it deploys in large enough numbers to justify a flagship of its scale. While generally just called the Oracle there are actually two variations of the Oracle, the Oracle-T with Tachyon Sensors and the Oracle-S which replaces them with Heavy Sensor Scramblers. In the largest of battles both Oracle-T and Oracle-S are deployed, allowing their accompanying fleets to benefit from both of the effects.
While the fleet support benefits are a key part of why the Oracle is deployed, they re not their only use. The Oracle also has a formidable amount of firepower, including a Heavy Accelerator bracketed by an octet of Medium Accelerators which is used to take out key enemy ships, especially flagships. Otherwise the Oracle is armed with sixteen batteries of oversized Phased-Plasma Projectors and almost a hundred and fifty small Gluon Cannons, giving it the ability to reap a bloody toll on enemy capitals and supercapitals.
Oracle (Harass, Heavy Accelerator, Tachyon) Class Pocket Dreadnought
Pocket Dreadnought (Armor 10, ArM 4.5, PD 30, HP 180, Shields 25, Speed 3, Weapons DR 240, Hulks 65%, Waitwoods, +3 Power)
Advanced Antimatter Reactor (-35% HP, -10% Hulks, PBB+, +RM, Needs AM Tanks, -4 RC Cost, +15 Power)
Ultra Dense Armor Plating (-1 Speed, 3 UDA, 2 ArE)
Ultimate Shields (x7.5 Shield, BB+, -4 Power)
Antimatter Doped Drives (+3 Speed, Needs AM Tanks, -1 Power)
Twister (+60% PD, -5% Shields, +1 Speed, Free SWM)
Enhanced Damage Control (+20% Base HP, slight +AM and EM)
Troll Weapons (+10% Weapons, +2% CP Cost)
External Torpedo Launchers (Ex Torps, +10% Cost)
Psychic Architecture: Warship (+10% Warp Speed, +10% Total PD/HP/Shields/Firepower)
Stats: Armor 21.25, PD 73.43, HP 754.68, Shields 714.66, Speed 9
Misc: 78% Hulk Chance, 800 UDA, Waitwoods, Ex Torps, +10% Warp Speed, Tachyon
Cost: 9,631 Gargantuan CP, 689,000 Thrones, 83,400 Material, 5,210 Promethium, 3,870,000 Advanced Material, 2,330,000 Exotic Material, 89 Relic Material
Weapons (1.85=444 DR): 1=1.8425x Heavy Accelerator Cannon (Enchanted Rune of Fire, Enchanted Rune of Reinforcement, Bridge Rune), 16.25=25.91875x SDR Phased Plasma Battery(Enchanted Rune of Fire), 144=265.32x BB Gluon Cannon(Enchanted Rune of Fire, Enchanted Rune of Reinforcement, Bridge Rune), 8=14.74x Medium Accelerator(Enchanted Rune of Fire, Enchanted Rune of Reinforcement, Bridge Rune)
The Surtr Pocket Dreadnought is the main flagship for the Runic Navies Generalist fleet, at least when it deploys in large enough numbers to justify a flagship of its scale. Like the Oracle there are Surtr-T and Surtr-S variants to take advantage of both Tachyon Sensors and Heavy Sensor Scramblers.
Like the Oracle the Surtr is armed with the combination of Heavy Accelerator and medium Accelerators used to snipe key targets and Phased-Plasma Projectors for general firepower. Unlike the Oracle the rest of the Surtr's weapons are massed Protomatter Projectors, allowing it to unleash an utterly devastating amount of short and meduim ranged firepower at the cost of extreme range.
Stats: Armor 21.25, PD 73.43, HP 1166.32, Shields 714.66, Speed 6
Misc: 70% Hulk Chance, 800 UDA, Waitwoods, Ex Torps, +10% Warp Speed, Tachyon
Cost: 9,631 Gargantuan CP, 700,000 Thrones, 86,400 Material, 5,010 Promethium, 3,970,000 Advanced Material, 2,790,000 Exotic Material, 102 Relic Material
Weapons (1.85=444 DR): 1=1.8425x Heavy Accelerator Cannon (Enchanted Rune of Fire, Enchanted Rune of Reinforcement, Bridge Rune), 16.25=25.91875x SDR Phased Plasma Battery(Enchanted Rune of Fire), 144=265.32x DR Protomatter Projector (Enchanted Rune of Fire, Enchanted Rune of Reinforcement, Bridge Rune), 8=14.74x Medium Accelerator(Enchanted Rune of Fire, Enchanted Rune of Reinforcement, Bridge Rune)
Superdreadnoughts
Superdreadnoughts are the largest of the Hyper-Capital ships, and are often used as flagships for major polities, or at the very least the largest of fleets. They have enough firepower to wipe out entire battlefleets in short order, and strong enough defences that only the most powerful of weapons can even scratch them.
The Runic Navy plans to field a single class of Superdreadnought.
The Deus II Superdreadnought is designed to be the flagship of the Imperial Trust Navy, and one of the most powerful warships ever built by humanity. Armed with hundreds of Neutron Lances it can take out a Surtr in a matter of hours, or a cruiser squadron in a single volley. On the defence the Deus II can pretty much ignore anything not designed to target hypercapitals, and can often withstand enough firepower that its entire accompioning fleet will be destroyed before it takes notable damage.