Tieflings, Daiklaves, Khaine, and Vampires: Let's Read Dungeons the Dragoning 40k 7th Edition

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LinkOnScepter

The One who Strangles Concepts to death
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Scraped from here.

So tell me have you ever wanted to play as a tiefling:



While wielding a Reaver Daiklave:



While being able to fight like this guy?!



If the answer is no then you are a sad individual who I do not want to associate myself with.

If the answer is yes, then strap in buddy cause I'm about to take you into the world of Spelljammers, Perpetuals, and a bunch of other things that totally haven't been ripped off of something, in the totally free and downloadable Tabletop RPG:

Dungeons the Dragoning: 40k 7th Edition!
 
Setting Part 1
Know that before I continue, this game is completely free.

Now then, let us start with the Setting of this little game of ours. It begins with The War in Heaven









So what we have here is an advanced race of very old beings:





(This is from the book by the way.)


Who uplifted a bunch of different races and then got defeated by crazy Death Gods and their evil Living Metal Machines?





Nope not ringing a bell.
 
Setting Part 2
After the Old Ones the Syrne were put on ice it left the Wheel ripe for conquest. And who do you think decided to conquer it?


That's right, the Dragons!




Of course, their reign could not last for ever, and before long:





They were betrayed in the Tiamat Heresy.


Hmmm, anyone else getting Deja Vu?





No? Me neither.


So after the Dragons Imperium fell, next came the:





Of course, messing with the Syrne's Webway Mass Relay Portal Relay was a one way ticket to meeting up with some rather nasty customers. By which I mean, Eldritch Abominations!




This is where the Aasimar:



(Not from the book, but this is what they look like. And yes there are female ones.)

And the Tieflings from earlier were made!

And then of course, came the End of the Eldarin when they Murderfucked Slannesh into Existence. Good thing one God and their cousins the Elves survived though!





 
Setting Part 3
With the Eldar Eldarin well and truly out of the picture, it was many years before the Great Wheel got back on its feet. This is when the Council was formed.







A wise group made up of all the species of the Great Wheel, come together to keep themselves alive in this dark Galaxy.

And then the Imperium happens.







And that's the basis of our setting folks! Oh, don't think I won't come back to it. I haven't even talked about the Hub of the Game Sigil, the various Factions within it (such as the enforcers who manage to be even worse than the Arbites are when administering justice, and the Factions that acts as Lawyers for Dragons in cases against Dragon Slayers), or even the other important locations within the game (such as Pandemonium. We don't go to Pandemonium anymore.).

However, that shall all come at a later date. For now, I am tired and must sleep so that I can deliver more of this wonderful game to you beautiful people.

Join me next time when I talk about Races! Find out what a Tiefling and Aasimar have in common with each other, and the difference between the Eldarin and Elves!
 
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Races: Aasimar
I promised you all more, and more I have brought!

Starting from the top with the Races, we have the Aasimar.



(Screenshot from the book)


These guys were made specifically serve the Blessed Pantheon. They are rather tall, averaging at least 2 meters in height. They are stoic, powerful warriors, who tend to follow the path of warrior monks and priest.


There are females, and they're not really that much different in appearance than the males. However, they don't reproduce like normal races. Instead, they take the best of the best of another race, and put them through indoctrination the Aasimar Program.





(Not from the book)


Most of them are tall, handsome, and buff as fuck. They serve their chosen God with reverence, often forgoing a social life for a life of battle. However, though rare, there are a few Aasimar who go serve the Ruinous Powers for a number of reasons (certainly not the hydro indoctrination).


Most of them only wish for glory in battle and to serve their God however they can. As they fight they can gain ranks and prestige with gives them even greater glory and power.





(Not from the book either)


When it comes to other races, they tend to not really care that much about what they are. They judge everyone based on their actions, which is probably why they can stand being in the same city with their counterparts the Tieflings.

Physical Characteristics

Average Height: 2.4-2.6m

Average Weight: 100-140kg Languages: Trade, Celestial Common Personality Traits: Stoic, focused, quiet, loyal, obedient.

Common Physical Traits: Great height, long face, metallic hair, glowing eyes, exceedingly tough.

Example Names: Antonius, Caecilia, Eligius, Junia, Leontius, Rhea

Racial Statistics

Characteristic Bonus: +1 to Wisdom or Constitution

Skill Bonus: +1 Command and Bal- listics

Size: 5
 
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Races: Dark Eldarin
Next up we have the Dark Eldar Eldarin.






(I'm just gonna let you guys guess which pictures, aren't from the book)


After the Fall of the Eldarin, when they accidentallied Slannesh, into the Wheel, these guys ran off. To escape being eaten and then tortured in unspeakable ways for all eternity, they shacked up with the Spider Demon Lolth.





(What said Demon probably looks like)


These guys are easy to describe: Cruel, vicious, believe that Extreme BDSM is a form of "love", lithe, never get fat, and believe that they are the top of the food chain everywhere they go.


They are normally found as pirates or some form of raiders in the vast Astral Sea. Even when found with a group of adventurers, they will always want to be the leader no matter what.





Oh yes, and they love loot. Like seriously. To quote the book, "They don't just seek to have treasure. They want all the treasure. All of it!"

Physical Characteristics

Average Height: 1.6-1.9m

Average Weight: 50-65kg

Languages: Trade, Dark Eldarin

Common Personality Traits: Sadistic, seductive, dangerous, relentless, insane.

Common Physical Traits: Nimble, in- tense gaze, pitch-black skin, white hair, spiky bits.

Example Names: Alaurirra, Belaern, Dhaunae, Gwylyss, Ilharess, Jaezred.

Racial Statistics

Characteristic Bonus: +1 to Charisma or Dexterity

Skill Bonus: +1 to Deceive and Forbidden Lore

Size: 3
 
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Races: Dragonborn
Next up are the descendants of the Dragon's themselves, the Dragonborn!





No. No not that one.





That's more like it.


These guys acted as the foot soldiers of the Dragon's during their Golden Age. They were both their children and their fighters (as a side note, in this Setting both Humans and Dragons have a propensity to fuck everything they even remotely have an interest in. And every time, the hyrbid is created with no problems at all. No one is sure why this is.).




Unfortunately, right at their peak, a Warlord named Tiamat started having issues with Bahamut, father of all Dragons. So, she led a crusade against Mount Celestia in the Tiamat Heresy and got annihilated with Dragon Bullets for her troubles.


Now the Dragonborn wander the Great Wheel, masterless and searching for a purpose. They tend to put great value on their Code of Honor, which normally involves seeking out some random smhuck who's good with a sword and challenging them to a duel. If the smhuck wins, the Dragonborn will swear fealty to them in exchange for being taught everything the person knows.





Physically, they look like humanoid dragons. Except without the wings or a tail. After the Dragon Imperium bit the dust, not many Dragonborn are...well born with lightly colored scales. Most have dusty and dark colors, and those with brightly gold or silver scales are considered special.

Physical Characteristics

Average Height: 2.1-2.5m

Average Weight: 120-170kg

Languages: Trade, Draconic

Common Personality Traits: Proud, wise, straightforward, watchful, grandstand ing.

Common Physical Traits: Hissing voice, shimmering scales, darting eyes, mas- sive form, sharp teeth.

Example Names: Thuath, Shaan, Arark, Thaash, Shysik, Arima.

Racial Statistics

Characteristic Bonus: +1 to Strength or Charisma.

Skill Bonus: +1 Command and Intimidation

Size: 5
 
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Races: Powers
Oh, I forgot to mention that each Race starts out with a special Racial Power.

I'll start putting them in from here on, but here are the ones for the three above:

Aasimar: And They shall know no Fear: Start play with Jaded and Fearless traits.

Dark Eldarin: Warp Miasma: Create a bubble of Warp Smoke up to 4m around you. All within the bubble are blind. Uses go up by level.

Dragonborn: Dragon Breath: Use your Breath Weapon once per scene. Has the same properties as a Flamer. Uses go up by level.
 
Races: Eldarin
Let's continue with the opposite of the Dark Eldarin, the Eldarin!




After the fall of the Syrne, the Eldar Eldarin took control of the Great Wheel as the most dominant race. Of course then the Fall happened, which caused them to be scattered all across the Astral Sea. Now the few remaining "True" Eldarin live on giant Worldships and Travel in Migrant Fleets





(Said Worldship)





(Said Migrant Fleet)


They tend to take the name of their ship as their second name, and don't really leave their ships much. Primarily because of how fragile they. Instead they use specially made suits to be able to breath and drive in places that are dangerous to them. Many try not to upset the balance had among their ships.





The ones who do leave the Worldships, tend to go out on pilgrimages in order to reach Adulthood in the eyes of their fellow Eldarin. The ones who come back, are considered adults. The ones that die, are considered apart of the carefully planned population control.





Their Racial Power is Warp Step, which allows them to teleport up to twice their speed as a half action. Though they have to be able to see their target. Uses increase with level.

Physical Characteristics

Average Height: 1.7-2.1m

Average Weight: 65-75kg

Languages: Trade, Eldarin

Common Personality Traits: Quiet, careful, mysterious, secretive, restless.

Common Physical Traits: Willowy build, fragile bones, sinewy build, birdlike movements, pale skin.

Example Names: Aurian, Farendis, Khiraen, Krullagh, Macha, Eldrad

Racial Statistics

Characteristic Bonus: +1 to Wisdom or Intelligence

Skill Bonus: +1 to Academic Lore and Arcana.

Size: 3
 
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Races: Elf
Next are the Elves, or the "Fallen" Eldarin.






While the Eldarin sought refuge in the stars, the Elves took refuge in the planets. Most Eldarin consider the Elves lost, as their souls have been weighed down by gravity. Most Elves would disagree.





Most Elves have a very strong connection with Nature and the land they grew up on. They do whatever they can to preserve not just the land, but their own traditions as well. They are very similar to the Eldarin in appearance, but with a higher emphasis on nature, so their bodies are not covered by layers of protective armor.


Though not as Magically adept as the Eldarin, the Elves are much stronger than their cousins. Probably owing the fact that they spend much of their lives doing physical labor.




Though loyal and merry friends, the Elves can be kind of moody. They can easily switch from laughing happily, to screaming in a blind fury. And of course, they make excellent archers.


Thier Racial Power is Elven Accuracy, which let's them a failed Weaponry or Ballistics Skill test. Uses increase with level.

Physical Characteristics

Average Height: 1.6-1.9m

Average Weight: 70-80kg

Languages: Trade, Elven

Common Personality Traits: Respectful, patient, modest, peaceful, observant.

Common Physical Traits: Thin build, tanned skin, sharp eyes, simple clothing, quiet footfalls.

Example Names: Garryth, Kaelyssa, Ravyn, Ossyan, Rahn, Vyros.

Racial Statistics

Characteristic Bonus: +1 to Wisdom or Dexterity.

Skill Bonus: +1 to Perception and Charm

Size: 3
 
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Races: Gnomes
Then there are the Gnomes:




These little guys have a massive, religious boner for technology. Some ancient race once created them for the explicit purpose of fixing Syrneth technology. They have an inborn ability to fix just about anything, and if you don't find one tinkering with one thing or another., something might be wrong.


The funny part is, they have no idea what they are doing.




While the little tikes might love messing with stuff, they certainly don't know how or why they know how it works. They just..do. This has led to many gnomes blowing themselves up from their constant tinkering. Doesn't stop them from messing with shit even when they don't have permission though.





Still, most Gnomes are very unobtrusive. Primarily because when you're around machines the tiniest mistake could spell disaster. Death on a large scale is a terrible thing to them, but not as terrible as losing valuable technology. This is considered the highest form of Heresy since many of them treat machines as religous artifacts.

Their Racial Power is: Improvise, which lets them begin play with one free Weapon and Armor Proficiency of any type.

Physical Characteristics

Average Height: 1.3-1.5m

Average Weight: 45-55kg

Languages: Trade, Gnomish

Common Personality Traits: Curious, creative, impressionable, pensive, reckless.

Common Physical Traits: Dirty skin and clothes, scrawny build, hyperactive motion, surprisingly tough.

Example Names: Snorrig, Noblar, Grazbaag, Rord.

Racial Statistics

Characteristic Bonus: +1 to Intelligence or Fellowship

Skill Bonus: +1 to Crafts and Academic Lore

Size: 3
 
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Races: Halflings
Smaller than Gnomes, but not as small as the Squats, up next are the Halflings.




To quote the book, "Short, lazy, and generally a criminal element in many societies they become involved in." Halflings are the little people who steal all your stuff.




Many races see the Halflings in the same light as parasites and rats. They always seem to get into places they are not wanted. From Spelljammers to Private Meetings, these guys have been popping up everywhere in the Great Wheel.





Even so, many Halflings have very simple desires. They tend to want to just kick their feet up, watch the sunset, and enjoy a good dinner or two before going to sleep. Even the greatest adventures have simple desires, and homesickness is common among them.


Racial Power: Shifty: Instead of using Willpower and Dexterity to determine their Static Defense, Halflings have a Base Static Defense equal to 10 plus 6 for every dot in Dex minus twice their Size.

Physical Characteristics

Average Height: 1.0-1.2m

Average Weight: 24-35kg

Languages: Trade, Halfling

Common Personality Traits: Easygoing, spirited, laid back, sneaky, clever.

Common Physical Traits: Hairy feet, fast hands, childlike appearance, expressive features, surprisingly quick.

Example Names: Angol, April, Autumn, Banin, Bradoc, Jasmine, Mallin, May, Rose.

Racial Statistics

Characteristic Bonus: +1 to Intelligence or Fellowship

Skill Bonus: +1 to Larceny and Deceive.

Size: 2
 
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Races: Humans
Next are our favorite species. The ones we've known since the very beginning of our lives. You know 'em, You love 'em. Make way for the Humans!




They're one of the newest Races to have made it to the Wheel, but they entered it with a bang. Led by the Imperium of Man, the very first form of intelligent life they met were the Eldarin, who attacked them at they believed the Humans were going to reactivate a Portal Relay that could've led to someplace dangerous.


The Eldarin were then soundly beaten by the "crude" human ships. This led the rest of the race to immediately grant Humanity a spot on the Council.




Not really much else to say that hasn't already been said about Humans. They're determined, seem to have a knack for colonizing places no one else can, and are extremely adaptable. Most live under the powerful Imperium of Man which is the man body of Government for the humans ever since they left Terra their home.





There are humans who believe that all the other races should be annihilated and that Humanity should rule the Wheel. However, most of these people are considered crazy terrorist, as the majority of Humanity see that as a very bad idea.


Racial Power: Heroic Heritage: Humans start the game with 1 extra Hero Point.

Languages: Trade, Human

Characteristic Bonus: +1 to any one Characteristic.

Skill Bonus: +1 to any two skills.

Size: 4
 
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Races: Orks
Now strap yourselves in people, cause thing are about to get Green!





The Orks were created along side to Eldarin to act as troopers for the Syrne. However, where the Eldarin were created to be agile and magical, the Orks were made to be brutal and unstoppable.


They LOVE to fight. Fighting is in their nature. They seem to be able to shrug off wounds that would kill a normal person. Not just that but they breed very quickly, infesting just about every corner of the Wheel. Thankfully, they are constantly fighting each other, so there's no chance of them overrunning the place.





Orks tend to live and travel in Warbands the roam the Crystal Sphere looking for a good fight. They're one of the few races who are always having a good time. While they are very bloodthirsty, they only tend to kill unworthy opponents. Those that prove to be strong or good fighters, they tend to let them live so they can fight again later.





Surprisingly enough, while the Orks reproduce from spores, there are actually female Orks. Considered very rare among the species, females tend to be slim and tend to match the standards of beauty of other races. Males seem to be focused on frontline fighting, while females are more for stealth and special ops.


Racial Power: WAAAAAGGGHHH!: At the beginning of combat, heal Hit Points equal to your level.

Physical Characteristics

Average Height: 2.3-2.7m

Average Weight: 160-200kg

Languages: Trade, Orkish

Common Personality Traits: Argumentative, foolhardy, individualistic, impatient, fun-loving.

Common Physical Traits: Many scars, pointed tusks, mottled green skin, blood-curdling roar, bulky physique.

Example Names: Waagrot, Duffthug, Ogork, Ugurty, Naznob, Skabbad

Racial Statistics

Characteristic Bonus: +1 to Strength or Willpower

Skill Bonus: +1 to Intimidation and Scrutiny

Size: 5
 
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Races: Squats
Next up are the Dwarves Squats.





The Squats developed two things from living on their homeworld;


A propensity to live underneath the surface of any planet they colonize as the surface of their world is almost unlivable.


And a hatred of the Orks who infest the surface and are an almost constant threat.


They have very deep ties to their social position, families, and caste among their races.






The Squats pride themselves on a job well done. Most have at least one trade that they are at very good at. They have an appreciation for beautiful things though to others it may seem kind of gruff.


They also are the fastest to adopt new technologies, turning even useless things into the most useful tools.





Squats are a tough people, owing to living on a planet with higher than average gravity. This has resulted in a people who rely on being honest and fair in all dealings. They long ago adopted barter at their preferred method of trade, and any Squat who lies will find himself an outcast among his people.

That's not to say Squats always tell the truth. They have just learned to ask the right question and say the right things when they need to.

Raical Power: Toughness: A Squat's Resilience is treated as 1 higher for the purpose of determining Hit Points lost due to Damage.

Physical Characteristics

Average Height: 1.2-1.4m

Average Weight: 75-100kg

Languages: Squat, Trade

Common Personality Traits: Brave, gruff, persistent, reliable, stubborn.

Common Physical Traits: Beard, barrel chest, sturdy build, drunk, incredible endurance.

Example Names: Hrothgar, Durik, Snorl, Durgen, Gorten, Gudrun.

Racial Statistics

Characteristic Bonus: +1 to Constitution or Willpower

Skill Bonus: +1 to Crafts and Common lore.

Size: 3
 
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Races: Tau
Hark! Is that the sound of the Greater Good I hear approaching?!





Here are the Tau folks! These guys are mysterious, and haven't really come out of their Crystal Sphere yet. Visitors to their planet are even less common, as there seems to be this Wall of Fire around them that make travel their nearly impossible.


Top that off with the Tau having little to no magical aptitude, and you've got one strange race. They appear to have blue skin owing to the dry conditions of their home world, and are humanoid in shape except for their cloven feet and eyes.





The thing that really separates the Tau from the rest of the Wheel, however, is their Government that is based on the Greater Good of all the members in its society. "The needs of the many outweigh the needs of the one."


They have a merit-based society, where standardized test determine where someone will work for the rest of their lives. This has led to a caste system similar to the Squats, but with no way to advance or change your caste.





Though the Tau's technology does look clean, it is actually less advanced than normal. They have yet to master the ability to open up Portal Relays, severely limiting their technology, and leaving them open to the more magical threats of the Great Wheel.

Racial Power: Fall Back!: Whenever you successfully Dodge a Melee attack, you may make a free Withdraw Action at Half the normal distance.

Physical Characteristics

Average Height: 1-7-2.0m

Average Weight: 85-100kg

Languages: Tau, Trade

Common Personality Traits: Understanding, tolerance, honor, diplomatic, naive.

Common Physical Traits: Frail build, farsighted, mobile, enduring, light-fingered.

Example Names: Aun'va, Shaserra, Shovah, Shas'La, Dynerah, Kais.

Racial Statistics

Characteristic Bonus: +1 to Intelligence or Composure

Skill Bonus: +1 to Common Lore and Persuasion

Size: 4
 
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Races: Tieflings
And last, but certainly not least, we have the Tieflings.




To quote the book, "The Tieflings are a mirror image of the Aasimar, a people made to serve Chaos." Much in the same way, while the Aasimar look the same no matter what or who they were, every Tiefling is distinct in what they look like. Normally, this is because of the many mutations mos tend to have. From hooves, to tails, to claws and horns, no Tiefling looks the same. And that's just how they like it.





Much like the Aasimar, they were created to serve the Ruinous Powers of Chaos. However, while the Aasimar follow their God's will to the letter, Tieflings normally forgo the words of their Gods. They do still follow their teachings, but are more likely to do as they please. Which suits Chaos just fine.


They also gain members through adopting creatures of other races, however it is a very quick processes that normally involves mutations. And pain. Lots of pain.





Tieflings don't really have a culture. Many of them are out for themselves, and are very Chaotic in their behavior. A gang of Tieflings could tear through the streets, shattering one man's store front, drawing graffiti on a school house, and turning a barren wasteland into a beautiful garden paradise.

Racial Power: Bloody Minded: You may re-roll damage dice that land on a 1.

Physical Characteristics

Average Height: 1.5-3.0m

Average Weight: 100-300kg

Languages: Abyssal, Trade

Common Personality Traits: Passionate, flighty, loud, magnetic, untrustworthy.

Common Physical Traits: Dark eyes, intimidating height, sharp teeth, inhuman mutations, powerful build.

Example Names: Criella, Linaera, Verstaadt, Kiltre, Marchaud Vinton, Liera

Racial Statistics

Characteristic Bonus: +1 to Dexterity or Constitution

Skill Bonus: +1 to Intimidate and Weaponry

Size: 5


And that's it for the Races everyone. At least the Core Races. I would go into the others, but I don't want to spend too much time on this.

Join me next time as I explain Exaltations: From Deamonhost to Vampires, this is what makes your Hero different from all the rest!


(Most of you probably already know of my Thread of this on SB, and are wondering why I'm bringing it to SV. Simple; to get this game as much notice as I can, for I believe it to be an awesome game/love letter to other awesome Tabletop RPGs. So, I'm scraping my Thread from SB over to here. I'm going to stop at the Tiefling Race for now, so you guys have something to look forward to later. I hope you join me on this adventure through Dungeons the Dragoning 40k 7th Edition!)
 
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I've actually (briefly) GMed this game. Honestly the most shocking and unique thing about it is that it's actually a decently designed game that's actually pretty fun to play-which I can't say about a lot of more "Professionally" designed games.
 
I've actually (briefly) GMed this game. Honestly the most shocking and unique thing about it is that it's actually a decently designed game that's actually pretty fun to play-which I can't say about a lot of more "Professionally" designed games.

Cool. I've been thinking of DMing a game with my brothers, but Finals are coming up and I've already got like 3 games I'm GMing for them.
 
Exaltations and You Part 1
Alright. I'm back. Sorry it took a bit, just got done playing a new game I got.

So before we start, there are probably a few you thinking that most of you have seen this stuff before, and what makes this different from games like say, Strike Legion or otherwise.

Simple.

Exaltations.



There are rules for playing the game as a normal Mortal. However, why do that when you can be more than mortal? When you can be Exalted?

Adding in the Expansions, there are a Total of 19 Exaltations and I will go over all of them.
 
Exaltations: Atlanteans
Before we begin, I need to let everyone know of three specific things that all Exaltations have.


Power Stat: This is what drives an Exalts power. It is what they use in order to be able to do the things that make them superhuman.

Resource Stat: This is basically what the Exalt spends in order to use said power.

Tell: Tells are what let other people with a brain realize that someone is an Exalt. They change from Hero to Hero, but every Exalt has one no matter how subtle it is.


Starting from the top, we have the Atlanteans.


Not the ones from Atlantis, though that is probably where the Syrne are from.


No, These Atlanteans:





These Exalts are normal people reborn with the Souls of the Ancient Syrne inside of them. No one is really sure why an anyone becomes an Atlantean. Many have tried to understand the process that turns someone into one of these Exalts. From divining Prophecies about their birth, to forcing them to Awaken (with often terrifying results) all types of methods have been tried to find a pattern. All have failed.





Most Atlanteans aren't aware of what they are when they are born. It can be months, even centuries before they Awaken to what they truly are. When they do, however, the memories of the Syrne surge into them, giving them immense knowledge and magical prowess. They do not gain all of the memories of their past lives, but they are certainly changed as people. No longer do they settle for simple mortal wants. They are always doing something that makes them stand out from the crowd. Whether this be eating an exotic dish, or dressing in a way that no one else does.





Most of the Great Wheel doesn't really understand Atlanteans. They are very hard to pin down as an Exalt, and nobody's really sure what to make of them. Some see them as heroes come to save them from the evil creatures in the Astral Sea. Others see them as just a type of Deamonhost, and want them purged or worse. Because of this Atlanteans often feel ostracized from society, forced to take comfort with others of their kind.

Power Stat: Gnosis. Gnosis is the combinations of many factors. The awakening of the memories of the First Age, giving them training and techniques lost of time. Second the powerful Soul of the Syrne within them burning, gifting them with immense magical power and might.

Resource Stat: Motes

Tells: The more Motes an Atlantean uses in combat, the brighter the image of their Syrneth Ancestor becomes along their bodies. Spending enough, will cause the entire form of the Syrneth to become visible behind the Exalt.
 
Exaltations: Daemonhost
Of course if you don't want to be the Golden Atlantean, you can always be a Daemonhost!




Much like the Atlanteans, a Daemonhost is made when a mortal has the Soul of something supernatural put into their body. Unlike the Atlanteans, Daemonhost get...well Daemons. It is not easy to make a Daemonhost. The Host body must be near death, for that is one of the only times that a mortal will accept a deal with such a creature. Next, the veil between the Materium and Immaterial Realms must be very thin. Lastly, the Host must willingly give up their Soul to be replaced by the Daemon.


Once all these conditions are met, the Daemon takes refuge in the mortal's body, forever changing them. Now whether or not the Daemon has full control over the body depends on who the Host was in life. If they were a rather willful and stubborn person, their mind could easily overpower the Daemon's giving them full control over their faculties. A person of weaker will however, will be completely eclipsed by the Daemon's Physic powers.





What a Daemonhost looks like is entirely based on the Daemon inhabiting their body. All Gods use Daemons, no matter what Patheon they are apart of. Daemon's of the Blessed Patheon tend to be Angelic in nature. They gift their Host with Wings, or Saint like appearances. Daemon's of the Ruinous Powers depend on who the God is, but horns, claws, tentacles, and pale skin is the norm. As for the Grey Guardians, they tend to have Daemonhost that look like normal humans.


Daemonhost are feared among most of the Wheel and for good reason. They have an equal amount of power to an Atlantean, and can make mincemeat of most armies on their own. Top that off with the fact that, no matter how well meaning, all Daemonhost come with a Sin.





A Sin, is the greatest flaw a Daemonhost can have. An evil compulsion that is irresistible. A side effect from becoming this particular type of Exalt. Every Daemonhost has a different one, but they are almost always something terrible. From eating flesh, to enjoying causing pain, even jaywalking! No matter how much control a Host has retained since the merge, this Sin causes them to forgo long term relationships or else bring calamity on their loved ones.


Many people can't tell the difference between an Atlantean and a Daemonhost. Some refuse to see one, but it is there. An Atlantean is a reincarnation of an Ancient race of creatures. A Daemonhost is a newly formed being made by removing a mortal's Soul and replacing it with a Daemon.

Power Stat: Arcanoi. As a Daemonhost increases in power, they draw more and more power from the Warp into the real world. This warping of the Material Realm is its Arcanoi. As their Arcanoi grows, they being to warp their previous form, becoming unnatural in appearance. They grow horns, claws, sharp teeth, and all many of features. Whether this makes them beautiful or hideous depends on the Exalt.

Resource Stat: Essence.

Tells: A Daemonhost tells are as terrifying as the Exalt itself. As they use Essence, their form begins to change. First, swirling, intricate tattoos being to show themselves on their body. What these appear as (golden sunlight, motes of decay, swirling black death) can vary. Then their bodies begin to show their demonic heritage. A young Daemonhost might grow horns or a tail, others thing more horrendous.
 
Exaltations: Chosen
Next up we have the Chosen who count among their ranks people like Kharn the Motherfucking Betrayer!





There are those who worship the Gods, and then there are the Chosen. These are beings chosen and empowered by their respective God to go and do their bidding in the world of Mortals. Whenever a God needs a Champion, they make a Chosen. What this Chosen looks like, stands for, or even brings with them, depends on their God.





Chosen are not exclusive to the ones that worship a particular God. It is not uncommon for someone such as Sigmar to turn a non believer into a Chosen. The same can be said of the other Gods as well, but what this means is up to interpretation. One thing is certain though, Chosen have immense power regulated only by their devotion to their God. A Chosen in good favour with their God is just about unkillable. Even if you completely annihilate their body, their God can take their Soul and bring them back into the Wheel.


That's not even mention the powers they can call upon on a day to day basis, which range from No Selling bullets and magical attacks, to being a DEMIGOD.






The way Chosen are seen in the Great Wheel, mostly depends on where they are. It is a given that a Chosen of the Blessed Pantheon would not be welcome in a Cyrstal Sphere ruled by the Ruinous Powers and vice versa. However, the Chosen themselves can be from all walks of life. From the lowliest Halfling to the greatest Tiefling Champion, the Champions of the Gods come in all forms.

What that means for the ones that meet them….only the Gods can say.

Power Stat: Faith. Unsurprisingly a Chosen draws their power from the Faith in their God. Their abilities are not flashy, but are very powerful. Their prayers carry directly to their God and bring upon the Exalt Blessings to aid in their endeavors.

Resource Stat: Favour.

Tells: As a Chosen spends their Favour, the symbol of their Patron begins to glow on their body. No flashy imagery is shown, just a bright glow that gets progressively larger the more Favour the Exalt spends. High Favour Chosen tend to have Inhuman traits that become prominent along with the glow, such as horns or wings.
 
Exaltations: Paragon
Well everyone, I promised I would go over more Exaltations today, and I will deliver on that promise.


Next we have one of my favorite Exalts, the Paragon:





Paragons are different from the other Exalts in a number of ways. The first is their origins. In that, there really isn't anything special about their births. Sure the chance of someone being born a Paragon is 1 in every 1000, but other than that there's nothing really all that special about their beginnings. They are born with literally unlimited potential, making them supernatural just by being them. No one can become a Paragon, you are either born one or you're not.





The second thing that separates Paragons are their powers. In that, they don't have anything particularly special. They don't have any mutations, can't shoot special mind bullets (just the same mind bullets as everyone else), or any other blatant supernatural abilities. Paragons are just the best of the best of the best. Take anyone of the races I have mentioned, and multiply them by ten. That's the base idea for a Paragon. They inevitably become the leaders in any field they specialize in, simply because they can't settle for less. Their the best, even when it comes to baking.

That isn't to say that they are just instantly better than everyone though. Paragons have the potential to be better than everyone. But that's all it is. Potential. Unless they do something with that potential, they won't get very far.





When it comes to the rest of the Wheel, Paragons are a mixed bag. Since their Exaltation is one of the most subtle, it is not always easy to tell them apart from the average person on the street. However, Paragons attract people simply by doing the things they do. Normally that means accomplishing things that no normal human can on a day to day basis without any magical or mechanical help whatsoever. As such, governments and other powers tend to grab them up and turning them into super soldiers or a special ops force of some kind.

Paragons are often brought together simply by nature of what they are. They tend to be able to recognize each other easier than the average person, and find kinship in their similar backgrounds. However, they can sometimes have problems with other Exalts, considering that they have to work hard for everything they have, while the rest more else have their powers handed to them on a silver platter.

Power Stat: Excellence. A Paragon's abilities come from their sheer presence. They can use their power to make things happen on their without any magic whatsoever, bending reality itself by force of will. They say that the most powerful Paragons can move things with their minds, see the future, and break through the Warp without any magic at all.

Resource Stat: Action Points.

Tells: They draw attentions to themselves. No special lights. No transformations. Their very being just seems to draw people's attention to them.

Also, every Power Stat has an Evolution Tree based on the character's Level in that Exaltation. Every level give the Hero a new Power.

This is what the Powers that the Paragon gets are:



Based on everything I have told you, this means that in this game you could create a Tau that not only fights in melee, but moves as fast, is as strong, and as durable as Guts from Berserk, while wielding a Soulsteel Daiklave, and shooting Mind Bullets.

Now you know why I love this game.
 
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