The Long Night Part Three: Bonfire at Dawn (45k)

Voting is open
Base Stats
Martial
: 15(17)+3=20
Intrigue
: 14(16)+2=18
Administration
: 11(12)+7=19
Learning
: 15(16)+2=18
Will
: 13(17)+4=21
Diplomacy
: 13(14)+2=16
Combat
: 14(18)+7=25
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.

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)-
Avernite Centenarian (+5C, +1W, -1D when dealing with non-Avernites) – Having survived a century of life on Avernus Nurma Kessal has proven herself to be both expert warrior and bearer of a strong will.
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.
@Durin I don't fully get how the stats ate calculated. I assume the numbers in parenthesis "()" are after the Innate Traits, but if that's the case she seem to have 1 Intrigue and 1 Willpower to much, of the 8th Century Avernite trait is incorrect.
and maybe full on prodigy.
Prodigy does not increase growth, it just give bunch of raw base stats. If you want growth you want to takes trainers from Hero's Luck line in addition to Fast/Rapid Learner.
 
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Prodigy does not increase growth, it just give bunch of raw base stats. If you want growth you want to takes trainers from Hero's Luck line in addition to Fast/Rapid Learner.
To my knowledge inherent traits don't count as much as required traits towards increasing the DC for further gains so Prodigy does actually result in increased potential for growth compared to other traits when you take that into account with the fact that it provides more stats per point of investment than other inherent traits so you could make quite the monster by combining Prodigy, Rapid Learner and Chosen by Fate. Which probably isn't a great idea but boy is it super tempting.
 
The Fifth Grand Conclave Part Three: The Dragon War and the Middle Powers
The Fifth Grand Conclave Part Three: The Dragon War and the Middle Powers

The Dragon War is currently a siege situation where the Dragon's forces are being kept contained within the region of shattered reality created by the clashing of various strategic scale superweapons and their counters.
As things stand the faster information gathering that Sa provides has allowed the Grand Conclave to take better advantage of the shattered reality then the Dragon, but soon enough the Dragon will find an unguarded exploit, and could potentially find a path to anywhere in the galaxy. Odds are any such path will be limited and only a comparatively small force will be able to slip through, but the quality of the Dragonmen is such that even a small force is dangerous, as is the chance that it will be able to set up production facilities.
Any such forces will be a secondary concern compared to the main battle however, which is the frontlines where the forces of the Grand Conclave hold the various choke points around the shattered area from the unending, and escalating, tide of the Dragonmen. It's unclear which side can ramp up faster and further, but it is suspected that unless something can be done about the Dragon Itself that the course of the battle will eventually result in the Dragons victory.

The Krork, Aeldari and Necrons will be the primary forces fighting on the front lines in the near term, with the various lesser powers being requested to deal with those forces that escape the siege and the other, lesser but still dangerous, threats such as Chaos.

Nurma's analysis of the powers of the Grand Conclave has now moved on to the Middle Powers, those powers that are significantly more powerful than the norm, but lack the sheer size or strength of the Great and Superpowers. There are currently either four or five Middle Powers in the Grand Conclave, the Imperial Trust, the Unchained, the Silver Tide and the Silver Skulls and Krork Protectorates, which could be viewed as either a single strong Middle Power or two weak ones.

The Silver Skulls are an Astartes Protectorate in the heart of the Black Imperium that controls a mere eight sectors, yet have survived surrounded by a hostile power orders of magnitude larger than them for over a thousand years.
At first this survival was a result of the careful divination of their Librarians, and the incredible skill at defensive war that both their Astartes and Guardsmen developed but even such skill could not hold against numbers forever. The next factor that has allowed the Silver Skulls to not only survive, but expand massively, is sheer luck. No less than three times has the Black Emperor been in the middle of either preparing for an overwhelming attack on them or in the process of carrying one out when an entirely unrelated major galactic event has forced him to halt. First the Dragon drove back the forces of Tjapa and forced the Black Imperium to focus on it just as Abbadon was preparing to invade, then the Black Imperium Civil War started while Abbadon was in the process of invading, and now Be'lakor's final gambit was launched, driving Chaos into a even worse civil war just as Abbadon personally led what he planned to be the final invasion. The final factor in their survival is the fact that the Krork Protectorates have been supporting them with their own industry, giving them the weather to continue to fight long after their own industry lost the ability to support them.
On that topic Nurma then gives a brief overview of the Krork Protectorates, a federation of hundreds of different polities and dozens of species in areas set aside for them deep within the Krork territory. This is probably the safest territory within the galaxy, with even the Final Waaagh having not quite reached them, and other threats not even getting close. The Krork Protectorates have realised how lucky they are, and resolved to support the Grand Conclave using the industry that their safe location has allowed them to focus on.
With this backing the Silver Skulls field troops with equipment second only to the Imperial Trust and a level of training on par with that of even Avernus, with some formations even being able to match your elites in skill and experience as well. This is supported by what are considered to be the most skilled Astartes in the galaxy. While lacking the innate advantages of the Trueborn of the Imperium Quartus, the beneficial curses of the Blood Angels, the divine Blessings of the Black Legion of the Black Imperium or the sheer psychic might of the Astartes of the Imperial Trust, the Silver Skulls can keep up with sheer skill and hard earned experience. Under the command of the legendary Lord Admiral Spire, their fleets are just as deadly, allowing the besieged polity to maintain its internal trade and transport despite everything that chaos attempts to halt it.

The Unchained, and the Thousand Lights that support them are the centralisation of one of the rising powers in the Grand Conclave, the Triumvirate. The Triumvirate are the last remnant of a scattered Pantheon of survivor gods who joined the doomed attempt to break Tjapa's portion of the Grand Ritual, and by some miracle not only survived where all others died, but etched their opposition to Tjapa deep into the Warp, claiming power domains opposed to him. Since then the Triumvirate have been dedicated foes of the Star Tyrant, combining their Domains of Free Will, Defiance and Unity with a level of pragmatism that few gods could even contemplate. For centuries the Triumvirate supported various minor groups of the Sane thought the galaxy, ranging from sector wide polity to rebel gangs that someone maintained a level of sanity on Chaos held worlds. This changed thirty years ago when a coordinated uprising across the already hard pressed Ophelian Theocracy coordinated the Triumvirate saw half of the galaxy's greatest Tjapan polity cast off its chains and form into a new polity, the Unchained.
In the few decades since their formation the Unchained have made themselves into one of the main transport hubs of the Grand Conclave via using the ability to deamonworlds of the same god to easily move materials between each other, regardless of the distances involved. They have worked with the various members of the Conclave to conquer dozens of demonworlds near their allies territory, allowing for rapid transit on a galactic scale without relying on the battered webway or the rather limited destinations of the Primal Warp for the first time since the Death of the Imperium. Be'lakor's control over Tjapa is a massive threat to the Unchained, as he is likely to turn the shattered remains of what was once Tjapa's greatest polity into something far more deadly, and said remains interpenetrate their territory.
In war the Unchained rely on every dirty trick that they can and carefully husbanded divine support to make up for their battered industrial base and poorly educated population. As such despite controlling fifty sectors worth of worlds and no less than three Major Gods, the Unchained are for the moment the weakest of the Middle Powers of the Grand Conclave.

The third of the Middle Powers of the Grand Conclave is the Silver Tide, the Artificial Intelligence creations of a now dead species that was wiped out by the Tyrnaids. The Silver Tide managed to defeat the splinter fleet that killed their creators and even learned how to farm certain Tyraids to produce organic Necrodermis, which they use for a wide variety of their technologies. After the death of their creators at the hands of Tyranids and several hostile encounters the Silver Tide went full on omnicidal as they decided to kill all possible threats, including all other sentient beings. This was changed by the intervention of Areatha the Ancient Wanderer, who showed the ability to cripple them with a single ritual and just how impossible it is for them to survive by themselves.
The Silver Tide has mostly been building up its industry and defending itself from the raids of Vect's Dark Eldar, whose territory is conveniently close. It is expected that the Silver Tide will take point in any future conflicts with the Dark Eldar, as its forces are well suited for dealing with their preferred tactics.
In war the Silver Tide rely on their lack of morale, solid technological base and the sheer toughness that the Necrodermis provides them to wear down their foes with pure attrition tactics.

The final Middle Power of the Grand Conclave, and the most powerful is the Imperial Trust itself. The polity that you call home has grown steadily in the relative quiet of Pacificus, easily driving back the weak foes in the region to create new colonies and merging with the other Sane forces in the region, barring the Warp Fearing Tortalions. Despite this ease of growth the Trust has focused on building tall rather than wide, and while it has little more than half a dozen sectors, even the least of them is as densely populated as the core sectors of any other human power. When combined with the fact that the Imperial Trust has always managed to keep ahead of the other human powers in technology and education, thanks to starting with a major head start thanks to the archeotech of Avernus and the education system of Muspelheim, the industry of the Imperial Trust approaches that of the Great Powers. Technology and industry is only one of the advantages of the Imperial Trust however, the other being the number and quality of your psykers, with the Imperial Trust having the greatest psychic development of any human polity by a massive margin, whether you are talking about number, power or education. It has even reached the point where your psykers are able to provide a major boost to the Trusts industry and produce enough psy-tech to have a massive impact on your military.
While the Trust has mostly been restricted to acting in its isolated segment of the galaxy, thanks to the actions of several of its heroes and the presence of Avernus it has still had an outsized impact on the galaxy, one that you hope to expend now that it can travel through the Deva World Network.
At war the Imperial Trust is all about quality, using every advantage provided to raise the baseline performance of its forces to extreme levels. With the average Guardsman wearing power armour and wielding a rail rifle, a navy that is ship for ship inferior only to the elder races, and various elite formations counted among the best that the galaxy can field, the Imperial Trust is a military power far greater than your size suggests.
Nurma Kessal, Left Hand of the Governor
Age
:between 100 and 199 (will be determined later), rejuved to 20
Gender: Female
Homeworld: Avernus (region TBD)
Fame: 7
Prestige: 30
Standing (Avernus): 40
Standing (Council of Peoples): 25
Standing (Imperial Trust): 25

Base Stats
Martial
: 15(17)+3=20
Intrigue
: 14(15)+2=17
Administration
: 11(12)+7=19
Learning
: 15(16)+2=18
Will
: 13(16)+4=20
Diplomacy
: 13(14)+2=16
Combat
: 14(18)+7=25
(Trait value 27/7+Skill Value 0=4)

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.

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
Avernite Centenarian
(+5C, +1W, -1D when dealing with non-Avernites) – Having survived a century of life on Avernus Nurma Kessal has proven herself to be both expert warrior and bearer of a strong will.
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.

Artefact Traits
There are 3 main forms of traits
Innate Traits are traits that are part of what you are, they include things like genius, your species and similar. They are near impossible to gain and lose and do not contribute to your Trait Value but do contribute to your skill value.
Acquired Traits are traits that you have gained over your life, and are the vast majority of all traits. They contribute to both Trait Value and Skill Value .
Artefact Traits are traits that reflect the artefacts you wield, and as such do not contribute to either Trait Value or Skill Value .

Trait Value is one of the main factors determining how easy it is to gain new traits, and the higher it is the harder it is to gain new traits. It is the total bonus of all acquired traits divided by the number of skill categories you have (rounded)
Skill Value is another factor that affects how easy it is to gain new traits, and also determines when you reach the boundaries of Paragon and Transcendent. You gain 0.5 Skill value for every stat of at least 30, plus an additional 1 for every 10 beyond 30 you raise a stat. You also gain 1 Skill Value for every Paragon and 2 for every Transcendent.
The sum of your Skill Value and Trait Value determines how hard it is to gain new traits, with breakpoints at 16, 34 and 54.

Bullet points are upgrades of previous trait and totally replace it, (note, I am open to write in traits but they need to be okayed by me first). First choose all innate traits then acquired traits.
You have 15 points to spend on innate traits from the list below (note, I am open to write in traits but they need to be okayed by me first)
3=Military Genius (+6M, +10 Standing (Avernus))- Like Fredrick Robart before you, you have an innate understanding of war and command that few can match.
3=Administrative Genius (+6A)- You have always got systems and organisations, and how to balance them for greater prosperity.
1=Gets Technology (+2L, better relationship with the Mechanicus)- Nurma finds it easy to understand how technology functions and is meant to be used.
1=Gets Magic (+2L, better relationship with the Telepathica)- Nurma has always found that the rules of magic just make sense to her.
2= Sa Sensitive (has basic Warp Sense, better relationship with the Telepathica)- Nurma is one of the rare people with the ability to perceive the Warp as a psyker does, but no ability to channel it.
  • 4=Magical Genius (+6L, 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.
1=Gets People (+2D)- Nurma has always been good at just understanding how people work
3=Diplomatic Genius (+6D)- Nurma has always had an incredible ability to find compromises and convince others to her way of thinking.
1= Danger Sense (+1C, less likely to die)- Nurma tends to be able to react to danger slightly before others, a very useful survival trait.
1=Combat Instincts (+2C)- Nurma has an instinctive understanding of combat, and how to win.
3=Genius of the (Write in Weapon) (+5C, +50 to rolls with weapon, more likely to get weapon traits, +5 Standing (Avernus)) -Nurma's natural talent for her chosen weapon is comparable to a master's honed skill.
3=Combat Genius (+6C, +5 Standing (Avernus))- Nurma has an innate talent for fighting considered uncanny even on Avernus.
1= Heroes Luck (double chance of random events, -1 skill value)- Nurma seems to have the luck of a hero, and finds herself in interesting, and dangerous, situations far more than she should.
  • 1= Touched By Fate (triple chance of random events, -2 skill value)- Nurma finds herself in strange and dangerous situations, a sign that she is a living confluence of Fate according to Ridcully.
    • 1= Chosen of Fate (quadruple chance of random events, -3 skill value)- Nurma is destined to die young or ascend to greatness, and fate itself twists to ensure this.
2= Fast Learner (-1 skill value)- Nurma picks up new skills and abilities far faster than most do.
  • 2=Rapid Learner (-2 skill value)- Nurma has a prodigious ability to learn and develop new skills, one that will stand her in good stead.
2=Intelligent (+1 to all stats bar C, +1 Prestige)- Nurma is a highly intelligent young woman with a wide range of skills.
  • 2=Genius (+2 to all stats bar C, +3 Prestige) - Nurma is an outright genius, able to easily see solutions where others see none.
    • 4=Prodigy (+4 to all stats bar C, +10 Prestige)- Nurma's sheer genius is the type that only shows up a handful of times in history, and she will likely develop into a master of countless skills.
2=Natural Mentor (better at teaching others your skills)- Nurma has always been usually good at teaching others.
You have 10 points to spend on acquired traits from the list below
Once you hit 30 in a stat it costs 1 more for any trait that increases that stat, including upgrades of existing traits
Once you hit 40 in a stat it costs 1 more
Once you hit 50 you can no longer increase the stat

2=Officer (+2M, +2C, +5 Standing (Avernus))- Nurma did well enough in her stint in the military to reach officer rank.
  • 2=Senior Officer (+4M, +1A, +3C, +15 Standing (Avernus))- Nurma did well enough in her stint in the military to go beyond field officer rank.
1=Agent (+2I)- Nurma spent some time working as an agent within the Security Forces during her time training.
2=Inquisitorial Retinue (+4I, +2 standing (Imperial Trust)- Nurma spent some times working as part of an Inquisitors Retinue, giving her some insight into the issues that that secretive organisation deals with.
1=Skilled Delegator (+2A, +1D)-Nurma has followed in her mentor's footsteps and knows when and how to delegate tasks
  • 2= Expert Delegator (+4A, +2D)- Nurma is an expert at delegating work and ensuring that each job is tasked to the subordinate best-suited to it.
1= Avernite Administrator (+2A, +1C)-Nurma is a skilled Administrator, which on Avernus has some expectations about combat skill.
  • 1= Expert Avernite Administrator (+3A, +2C)-Nurma is an expert at both Administration and combat.
1= Administrator (+2A)-Nurma is a skilled Administrator, able to handle that part of her responsibility with grace.
1=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.
  • 1=Learned in the Sciences (+4L, better Mechanicus relationship)- Nurma has studied science deeply, enough to understand what most Magos are talking about when they go off on tangents.
    • 2= Initiated into the Machine-Cult (+6L, can eventually take Mechanicus research actions, massively better Mechanicus relationship, -10 Standing (Avernus)) - Nurma has been fully initiated into the Machine-Cult, making her a member of the Mechanicus as much as a citizen of Avernus. Her leadership will be a new era in Avernus-Mechanicus integration for good or for ill.
1=Educated in Magic (+2L, better Telepathica relationship)- Nurma has a solid education in the theoretical side of magic, allowing her to better understand the Telepathica.
  • 1=Learned in Magic (+4L, better Telepathica relationship)-Nurma has a specialist's understanding of the theoretical side of magic, allowing her to follow even the most escotic discussions on magic.
1=Academic (+2L)- Nurma has a solid academic background, giving her a good foundation to build her education further.
  • 1=Skilled Academic (+4L)- Nurma is an academic at heart, and has developed her knowledge base greatly.
1=Iron Will (+2W)- Nurma has an iron will, and will not let herself be influenced by outside forces.
2=Tested Will (+4W)- Nurma has had her willpower tested to its very limits in the past, and only came out stronger for it.
1=Diplomatic (+2D)- Nurma is an educated diplomat knowledgeable about how to forge an agreement.
  • 1= Skilled Diplomat (+4D)- Nurma is a skilled diplomat, able to bring various groups to the table and negotiate an acceptable deal.
1=Liaison to the Council of People's (+1D, +5 Standing (Council of Peoples)- Nurma spent much time working as liaison to the Council of Peoples.
  • 1=Friend of the Council of People's (+2D, +10 Standing (Council of Peoples)- In her time working as liaison to the Council of Peoples, Nurma developed a good relationship with many key members.
2=Representative to Imperial Trust (+1D, +5 Standing (Imperial Trust)- Nurma spent a time acting as one of Avernus' representatives in the Imperial Trust Central Government.
  • 1=Lower Council Representative of Avernus (+2D, +10 Standing (Imperial Trust)- Nurma did a term as the Lower Council Representative of Avernus, an often overlooked by vital part of Avernus's relationship with the greater Imperial Trust.
1= Calm (+2D, +1W)- Nurma is good at keeping a calm head when things get heated.
2= A Fair Deal (+4D)- Nurma has a talent for determining what deal will be considered fair for both sides of a negotiation.
2= Silver Tongued (+3D, +1I) - Nurma is skilled at convincing others to do things.
2= 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.
1 =Veteran (+2C, +1 Standing (Avernus))- Nurma saw an unusual amount of combat during her posting with the military.
1=Helltrooper (+2C, +3 Standing (Avernus))- Nurma managed to earn a posting within the Helltroopers during her stint in the military
  • 1 =Helguard (+4C, +6 Standing (Avernus))- Nurma managed to earn a posting within the Helltroopers during her stint in the military
1=Skilled (write in weapon) (+2C, +10 to rolls with selected weapon)- Nurma has notable skill with a particular weapon.
  • 1=Expert (write in weapon) (+3C, +1 (write in stat), +20 to rolls with selected weapon)- Nurma is an expert in the use of her preferred weapon
1= Coward's Luck: (-3C, +6 C for not dying rolls, -25 morale for forces under your command, less likely to get into duels. -15 Standing (Avernus), -5 Standing (Imperial Trust), -5 Standing (Council of Peoples))- While socially problematic, cowardice helps with survival.
2= Bushman Training (+3C, +1I)- You were trained from a young age among the bushmen of Avernus, those brave communities that live outside the heavily fortified safe regions.
Voting opens in 6 hours
 
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  • 1=Expert (write in weapon) (+3C, +1 (write in stat), +20 to rolls with selected weapon)- Nurma is an expert in the use of her preferred weapon

Very funny to imagine how one would apply a Thunder Hammer to administration.

So what are our key breakpoints here? 30 Combat to not get eaten by a monster, 40 Diplo for mega-delegating, anything else?
 
but soon enough the Dragon will find an unguarded exploit, and could potentially find a path to anywhere in the galaxy.

Welp, since I possess basic pattern recognized, I'll put 100 Internet Bucks on the Dragon poking us.

the Silver Tide went full on omnicidal as they decided to kill all possible threats, including all other sentient beings.

Uh, why does this description not come with any additional remarks on them choosing to stop or change? Are they still omnicidal and are just keeping quiet lmao?
 
While not as novel/interesting, I believe we should have her weapon of choice be the sword (not saying we should take sword traits right now, just don't take traits for any other weapon). Being able to rapidly and relatively "cheaply" (time/action point investment wise) increase our Combat stat by having Jane tutor us is just too tempting IMO, especially if take any of the Hero's Luck line of Traits.

Having access to literally the most skilled human combatant in history who is also good at teaching, and not taking advantage of it just seems wasteful.
 
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I'm thinking for innate traits:
Prodigy (8 points)
Chosen of Fate (3 Points)
Gets Technology (1 point)
Gets Magic (1 point)
Gets People (1 point)
Combat Instincts (1 point)

Acquired:
Skilled Delegator (1 point)
Avernite Administrator (1 point)
Calm (1 point)
Educated in the Sciences (1 point)
-Learned in the Sciences (1 point)
Educated in Magic (1 point)
-Learned in Magic (1 point)
Helltrooper (1 point)

That gives the following starting stats:
Base Stats
Martial: 15(21)+3=24
Intrigue: 14(20)+2=22
Administration: 11(16)+11=27
Learning: 15(24)+10=34
Will: 13(21)+5=26
Diplomacy: 13(20)+5=25
Combat: 14(20)+10=30
(Trait value 46/7+Skill Value 1-3=5)

Not particularly impressive on their own, but gives 3 stacks each of better relationship with the Mechanicus and Telepathica(which should give us control of those actions back much quicker), enough combat to not die, and some good long term growth because of Chosen of Fate.

(Admittedly possible that Learning ones aren't viable because of hitting 30 raising their cost, not sure how innate vs acquired work on that.)
 
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Here's what I'm thinking myself, for this I mainly wanted a high diplo build as I thought it would be useful thanks to the delegation buffs that'd be possible. And as a result, I think that the gets X traits are needed for it as well as the educated in sciences/magic. Avernite Administrator is just such a useful trait for the benefits it gives, and Helltrooper is just needed to provide some combat to leave her survivable.

Innate Traits
Prodigy (8 points)
Diplomatic Genius (3 Points)
Gets Technology (1 point)
Gets Magic (1 point)
Gets People (1 point)

Acquired Traits
Expert Delegator (3 point)
Avernite Administrator (1 point)
Calm (1 point)
Educated in the Sciences (1 point)
Educated in Magic (1 point)
Helltrooper (1 point)
 
I think Magical Genius letting us be able to eventually take Telepathica Research Actions is something we really do not want to pass up.
 
If you do the math you sacrifice more reduction than you gain by doing that so you're actually creating a slower-growing character not a faster one.
Unless I'm missing something, that's wrong. The Intelligent/Genius/Prodigy trait line just give "free" stats and does not actually make character grow slower and faster. Prodigy provides 4×6/7=~3.4 trait value worth of "free stats", while Genius+Rapid Learner is ~1.7 trait value worth of "free stats" and -2 to skill value, so lower base stats but faster gain of new traits. And I value the more focused (and more interesting IMO) traits we will be acquiring than just bunch of generic generic stats spread evenly, since we only somewhat care about M, I, A and W with our build (they are still usefull but I would pick a better chance of gaining D, L or even C/harder to kill traits over them).
 
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Unless I'm missing something, that's wrong. The Intelligent/Genius/Prodigy trait line just give "free" stats and does not actually make character grow slower and faster. Prodigy provides 4×6/7=~3.4 trait value worth of stats, while Genius+Rapid Learner is ~1.7 trait value worth of "free stats" and -2 to skill value, so lower base stats but faster gain of new traits. And I value the more focused (and more interesting IMO) traits we will be acquiring than just bunch of generic generic stats spread evenly.
Correct
 
I think we really should look at Magical Genius, that ability to tackle the Telepathica Backlog is very powerful.
 
I think we really should look at Magical Genius, that ability to tackle the Telepathica Backlog is very powerful.
As a side note, half the reason I want Magical Genius alongside Machine-Cult is that those traits will help us to integrate those institutions more deeply into Avernite society rather than having an effectively parallel government in the form of the Mechanicus for example.
 
if we really want to spec into delegation; wouldn't "Natural Mentor" be good?

<shrug>

@Durin
out of curiosity--would it be fair to say that going down *part* of the magical-genius/machine-cult member "trees" would allow us to perhaps have better understanding of what is/isn't possable? IE: more effecitive "feasabilitie investigations"

if so, that's probably a pretty good deal--its almost like we have extra action-years in those catagories as we'd be better at directing (with rotbart as the baseline tho, IDK---by dint of experience/respect and OOC, being "grandfathered in" due to being from the beginning of the quest, He's probably 'better' then us for a quite a while unless we spec HARD into those trees).
 
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now that the non-Warp-using Necrons have joined the Conclave, can we use them as proxies to the Tortolions to convince them that we're not bad?
 
[X]Plan: Sufficient enough magic is technology
-[X] Innate
--[X] Chosen of Fate [-3]
--[X] Magical Genius [-6]
--[X] Danger Sense [-1]
--[X] Genuis [-4]
--[X] Gets People [-1]
-[X] Acquired
--[X] Calm [-1]
--[X] Avernite Administrator [-1]
--[X] Learned in the Sciences [-2]
--[X] Learned in Magic [-2]
--[X] Helltrooper [-1]
--[X] Liaison to the Council of People's [-1]
--[X] Skilled Delegator [-1]



My basic idea is that mechanicus can do better than fine without our involvement but Telepathica will probably be very important soon given that Big E is about to comeback.

Chosen of Fate almost demands that we take danger sense while we are living on avernus. Genuis is just good stat to have and getting people is vital for a ruler.

I think went for philosopher govenor with aquired traits

EDIT: Approval voting
[X] Plan: Fast Magic Researcher
 
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