WARHAMMER 40,000: A Thousand Tiny Suns (40k/Exalted Crossover!)

IA! IA! SHE IS COME! PRAISE THE FIRST TWILIGHT!
FORTY ONE TWENTY TWO
First Natural Magos, the Golden Chemist, Mistress of Gravitics, Herald of the Thousand Starred Sky, Warptamer

ESSENCE: *
XP TO ESSENCE **: 16/50

ATTRIBUTES
Strength​
Dexterity​
Stamina​
Perception​
Intelligence​
Wits​
Appearance​
Charisma​
Manipulation​
***​
*****​
*​
***​
*****​
***​
*****​
*​
*​

ABILITIES
FAVORED/CASTE?​
ABILITY​
LEVEL​
FAVORED/CASTE?​
ABILITY​
LEVEL​
NOT​
Archery​
*​
FAVORED​
Melee (Lens Lance)​
*****(*)​
FAVORED​
Athletics
**​
CASTE​
Occult​
**​
FAVORED​
Awareness (Join Battle)
***(*)​
NOT​
Performance​
-​
NOT​
Brawl​
-​
FAVORED​
Presence​
*****​
CASTE​
Bureaucracy
-​
NOT​
Resistance​
-​
NOT​
Dodge​
***​
FAVORED​
Ride (Gita)
****(*)​
CASTE​
Integrity
**​
NOT​
Stealth​
-​
NOT​
Investigation
-​
NOT​
Sail​
-​
NOT​
Larceny​
-
NOT​
Socialize​
-​
NOT​
Linguistics
*​
NOT​
Larceny​
-​
CASTE​
Lore
****​
NOT​
Survival​
-​
CASTE​
Medicine
****​
NOT​
Thrown​
-​
-​
-​
-​
NOT​
War
-​
SUPERNAL CRAFT FOCUSES
CRAFT: Chemistry
*****​
CRAFT: Armorer
***​
CRAFT: Artifacts
*****​
CRAFT: ???
-​

MERITS
ARTIFACT (*****) - THE LENS LANCE
DESCRIPTION: Forged in a heartbeat, lurking within the machine for ten thousand years, the fury and spirit of a barely tamed gravitic imploder lance - long mistaken for and used as an agrav system aboard an orbital habitat - has been once more aroused to the glory of battle. Though her functions are as of yet locked behind codewalls and mystery, she remains a terrifying weapon in the hands of a skilled warrior. Her legend will burn across the galaxy.

FAMILIAR (**) - GITTA, THE EVER LOYAL
DESCRIPTION: They say the Kriegers pour their hearts into their horses - but beyond their world, none know their mounts as anything but numbers on an Administratum file. Gitta will change that. Ia! Ia! Praise her! Praise Sainted Gitta, The Ever Loyal! Ia! Ia!

TEMPERED BY THE ELEMENTS (**) - DAUGHTER OF VATS, BORN OF WAR
DESCRIPTION: Though fading into seeming insignificance in the glorious dawn of a new age, the first Twilight to walk the galaxy since the fading of the Age of Sorrows was inured to the chaos of a modern battlefield, moving across it as swiftly as open ground.

SELECTIVE CONCEPTION (*) - SUBDERMAL IMPLANT IN THE THIGH
DESCRIPTION: ...this is actually just standard issue for Imperial Guardsmen from any world with a Magos Biologis on it.​

LANGUAGES (*)
DESCRIPTION: You can speak the ancient tongue of The Old Realm!

INTIMACIES









Defining: The Galaxy is a Body, I will Heal it (Positive)
Major: Kit (Confused Attraction), Chaos (Hatred), Gitta (Love)
Minor: Technology (fascination), Xenos (Fear)

CHARMS














IN SUMMATION: Genuis flows, unabated, through the mind of the First Twilight. She is able to hold multiple projects in mind at once, easier than any mortal, while also shifting her focuses - despite not being trained in the crafting of explosives or metallurgy, she could shift her ability to create medical chemicals into that with some effort. She is able to inspire herself to construct even mighty artifacts swifter than any mortal, so long as she crafts projects that aid and help her allies and friends. She can complete mundane and even complex tasks - building a rifle, a suit of armor, or a small vehicle - in literal seconds using nothing but the raw materials and her bare hands. Raw excellence overflows in all her favored and caste abilities, bolstering their dicepools if required.
Excellent SOLAR Ability
Cost: 1m per Die | Type: Supplemental
Keywords: None | Duration: Instant
Effect: Adds +1 dice to your dice pool, up to your normal charm limits. You have this ability for any ability that is either CASTE, FAVORED, or has a SINGLE CHARM from it.

TIRELESS WORKHROSE METHOD
Cost: - | Type: Permanent
Keyword: None | Duration: Permanent
Effect: Gain +2 Major slots per Essence.

EFFICENT CRAFTSMAN TECHNIQUE
Cost: - | Type: Permanent
Keyword: None | Duration: Permanent
Effect: You may buy new Major slots for 3 SXP rather than 5.

ARETE SHIFTING PRANA
Cost: 4m, 1sxp, 1wp | Type: Simple
Keywords: None | Duration: Instant
Effect: Roll Int+Craft, convert 1 dot of a Craft skill into a different but related Craft skill - nearly impossible rationales can be allowed with a sufficiently good explanation. These dots last for one minor or major project.

SUPREME CELESTIAL FOCUS
Cost: - | Type: Permanent
Keywords: None | Duration: Permanent
Effect: You may expend GXP to buy Craft skills, up to a number of times equal to [Essence]. Any past that cost x2 GXP.

SUBLIME TRANSFERRENCE
Cost: 6m | Type: Simple
Keyword: Mute | Duration: Instant
Effect: By meditating for five minuets, you may arrange your crafting XP at a 2 to 1 ratio up each level: 2 silver becomes 1 gold, 2 gold becomes 1 white, and the reverse. You may use this while unconscious or asleep.

AGES ECHOING WISDOM
Cost: - | Type: Permeant
Keyword: None | Duration: Permanent
Effect: At the beginning of each Story (every 20 updates), gain GXP equal to your permanent Major Project Slots. For free!

BRASS SCALES FALLING - REPURCHASED
Cost: - | Type: Permanent
Keyword: None | Duration: Permanent
Effect: For each 10 rolled on a craft roll without an Excellency, gain 1 SXP up to [Essence x3].

RED ANVILS RISING
Cost: - | Type: Permanent
Keyword: None | Duration: Permanent
Effect: You gain +1 SXP per each basic objective.

CHAINS FALL AWAY
Cost: - | Type: Permanent
Keywords: None | Duration: Permanent
Effect: You gain 1 GXP if you complete all three basic objectives on a craft project.

CRAFTSMEN NEED NO TOOLS
Cost: 6m | Type: Simple
Keyword: Mute | Duration: One Task
Effect: You may complete a Basic or Major Project (either crafting or repairing) within seconds, using naught but your bare hands and sheer creative will.

THOUSAND-FORGE HAND
Cost: 10m, 1wp | Type: Reflexive
Keyword: None | Duration: Instant
Effect: Reduce artifact crafting time to (6-Essence) weeks for 1-4 dot artifacts, (6-Essence) months for 5+ dot artifacts.

PEERLESS PERFECTION OF CRAFT
Cost: - | Type: Permanent
Keyword: None | Duration: Permanent
Effect: At the end of each story (every 20 updates), roll a free full Intelligence+Craft+Full Excellency dice pool. Every success is 1 SXP, and every 10 is 1 GXP.

FLAWLESS HANDIWORK METHOD - REPURCHASED
Cost: 6m | Type: Supplemental
Keywords: None | Duration: Instant
Effect: Re-roll 10s until 10s fail to appear, counting each as a success. Re-roll 6s until 6s fail to appear.

SUPREME MASTERWORK FOCUS
Cost: 6m | Type: Supplemental
Keywords: None | Duration: Instant
Effect: Supplements any Craft roll for Major or Minor projects with Double 9s. Can be improved further with later Charm Purchases.

EXPERIENTIAL CONJURING OF THE VOID
Cost: 4m, 4s/g/wxp | Type: Reflexive
Keyword: Salient | Duration: Instant
Effect: Can be used after a Craft roll, and adds +1 non-charm success, +[Essence] non-Charm dice. Cannot be used on basic projects.

SEASONED BEAST-RIDER APPROACH
Cost: 1m, 1wp | Type: Supplemental
Keywords: None | Duration: Instant
Effect: Used when rolling join battle, Gitta (or other mounts) gains an imitative track equal to 41-22's - the mount can move and attack without taking up 41's actions.

EVOCATIONS
LINE OF OBLITERATION SHAFT
Cost: 2m, 2ini | Type: Reflexive
Keywords: Withering-Only, Perilous | Duration: Instant
Effect: Due to the peerless efficaciously of the Lens Lance at battering large masses of men in formation, any withering damage inflicted on a Battle Group increases the wielder's initiative as if they had attacked a worthy foe. This effect also reduces the Difficulty of the Unhorse and Disarm gambit by 1.​

GEAR

The Lens Lance
Accuracy: 12 | Damage: 17 | Defense: 6 | Overwhelming: 5 | Attunement: 5​
Lethal: Does lethal damage when used with a decisive attack.
Melee: Uses the melee skill
Piercing: You may reduce your Defense by 1 and spend 1 Initiative to reduce enemy Soak by 4.
Reaching: Negates any mounted combat penalties when used on foot
Mounted: Can be used on horseback without penalty.
Two Handed: Requires 2 hands to be held. Provides +2 to clash attacks.
Laspistol
Accuracy (melee, short, medium, long, extreme): 4/10/8/6/4 | Damage: 11 | Overwhelming: 1​
Lethal: Does lethal damage
Archery: Uses the archery skill
Lasgun: Does +4 damage rather than adding your strength.
Mounted: Can be used mounted.
One Handed: Requires one hand to use.
Concealable: Can be easily concealed, requiring only a Diff 1 Larceny roll.
Flak Armor
Soak: 6 | Mobility: -1 | Hardness: 0
 
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[X] Flair anima "Enough! Commissar! What is the sentence for treason? General Hakkon-Rauvhancier III is preventing Magos 871-Kappa of the Lex Mechanicus Votive Force Divine from deploying a weapon that will destroy that ship" [points at the battle barge] "before it can begin using it's bombardment capabilities to destroy our forces!"
--[X] Turn towards your CO and salute "Apologies sir but in your assessment of the strategic situation would you agree that the enemy is withdrawing their forces in preparation for the use of their ships strategic bombardment capabilities?"
--[X] Aaaand if all that fails disarm the Commissar, knock the General unconscious, and then have them tied up, thrown into the brig, and assume command. With Kit's help, obviously.
 
[X] Disarm the Commissar, knock the General unconscious, and then have them tied up, thrown into the brig, and assume command. With Kit's help, obviously.
-[X] This General is attempting to interfere with a miracle that could bring victory, has been informed as such by the Designated Expert in Technology, and rather than seek more information or even get a second opinion, he's trying to destroy it to make the defeat total. You don't know if that makes him an idiot or a traitor, but either way, he clearly must be relieved of command before he betrays the Emperor by snatching defeat from the jaws of victory. State as much as you disarm him and his Commissar pending a tribunal or something, and get down to the business of stopping the servants of Hell from claiming a victory here.
--[X] No, seriously, are you claiming you know better about matters of technology than a Magos? You're actually being quite nice you think by disarming them instead of killing them all where they stand because it's been a stressful time and when did I dismantle this bolt pistol that you used to have in your hand.
---[X] Seriously though, chill out, you don't know what's happening yourself but you'll defer to the expert here
 
A lesser bit, but something I would love to do.

[X] Batter the general and commissar into submission with your presence by giving an aggressively direct read of the situation report of your mission (Including the Wounded Legionnaire,) redirection plus chance collection of dark age technology (and the confirmed kill of one commanding Legionnaire,) return to the base's remains (and the found dead Legionnaires,) rearmament and return to the front (after they slaughtered more Legionnaires,) and return of dark age technology to Magos 871-Kappa and their current proposed project (to obliterate the Traitor Void Barge before it can commence orbital bombardment)- in the clipped rapid report of a practiced Krieger.
 
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You felt an urge to go and start correcting the machinery - it was interrupting his motonic essence flows terribly, but you'd have to save correcting the Machine Cult for later.
Ah, I see 41-22 is already getting to the "Hold still while I fix your everything" stage.

Get this divine avatar of the Omnissiah some medicine charms!
Slight problem with that.

We have one mote in the tank. Now it's possible to spend a mote to bring us up to Glowing, but we're already at Glowing.

This is sigil is on our forehead, and we already have an aura.


[X] Alectai
 
Slight problem with that.

We have one mote in the tank. Now it's possible to spend a mote to bring us up to Glowing, but we're already at Glowing.

This is sigil is on our forehead, and we already have an aura.
Check the update we're at six motes now.
STATS
Health: Fine
Anima: Dim
Willpower: 4/5
Personal Motes: 6/13 | Peripheral Motes: 0/28
Limit: 1/10 (Trigger: Being stymied by indulges around her)
Major Projects: 0/5
SXP: 48 | GXP: 45 | WXP: 0
 
We're still at zero peripheral motes, which are the only thing that would trigger anima, since personal motes don't add to anima.

Our anima is the brightest it's going to be for a while.

Which is okay, we should reserve going iconic for a suitably dramatic moment
 
[X] Disarm the Commissar, knock the General unconscious, and then have them tied up, thrown into the brig, and assume command. With Kit's help, obviously.

Time for the natural and instinctive response of a Solar Exalted when confronted with an annoyance: casually excessive firepower.
 
Slight problem with that.

We have one mote in the tank. Now it's possible to spend a mote to bring us up to Glowing, but we're already at Glowing.

This is sigil is on our forehead, and we already have an aura.

and we are at dim anima.

Actually, you have 6!
Our anima is the brightest it's going to be for a while.
Shouldn't those have gone in the peripheral pool? Since it fills up first. (Core pg. 174)

Standing there, looming, were two Space Marines
What are the stats of a space marine anyway, with regards to if it is worth it give the Lunar their shape for combat effectiveness. Their not animals so presumably they would count as mutants, so presumably they have several 5 dots in mutation raising the massively, let alone chaos mutation. I would imagine that between the friendly fire issues and the upfront cost it would probably not be worth it for combat alone.
 
Shouldn't those have gone in the peripheral pool? Since it fills up first. (Core pg. 174)

Whoopse!

What are the stats of a space marine anyway, with regards to if it is worth it give the Lunar their shape for combat effectiveness. Their not animals so presumably they would count as mutants, so presumably they have several 5 dots in mutation raising the massively, let alone chaos mutation. I would imagine that between the friendly fire issues and the upfront cost it would probably not be worth it for combat alone.

I ballparked them as elite troops with artifact gear, which...probably is underselling them, but I figure that the average TacMarine is less impressive than, say, a named badass.

...I probably should have made the Khorn Berserker harder, but we'll just say your Exaltation was still going on so you still had some plot help...
 
Wait- we are a Navy Attache to a Guard Unit. Could an Imperial Guard Commissar commit line execution against an Imperial Navy Shipmen on the direct order of the Guard General and not the direct commanding officer of the unit the navy shipmen was attached too? Unless the Commissar was also attached to that unit?

Because I remember a strict and explicit barrier in the command of the Navy and the Guard, partly to prevent a Horus Heresy 2 Electric Boogaloo from happening. Being, even the highest general in command of the greatest of campaigns could no longer issue an order to so much as a cabin boy on a Void Ship?

Or am I completely mad?
 
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Wait- we are a Navy Attache to a Guard Unit. Could an Imperial Guard Commissar commit line execution against an Imperial Navy Shipmen on the direct order of the Guard General and not the direct commanding officer of the unit the navy shipmen was attached too? Unless the Commissar was also attached to that unit?

Because I remember a strict and explicit barrier in the command of the Navy and the Guard, partly to prevent a Horus Heresy 2 Electric Boogaloo from happening. Being, even the highest general in command of the greatest of campaigns could no longer issue an order to so much as a cabin boy on a Void Ship?

Or am I completely mad?
and I am sure they Administrative will notice the technical distinction between chains of command about whether a grunt could or could not be summarily executed, on the front line, by a Commissar, on a planet that is being overrun by Chaos. Any moment now. They will surly receive a message on their disrupted vox stopping the Commissar from shooting us between the time the order is given, and he raises his pistol. Any moment now. /s
 
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[X] Disarm the Commissar, knock the General unconscious, and then have them tied up, thrown into the brig, and assume command. With Kit's help, obviously.
 
and I am sure they Administrative will notice the technical distinction between chains of command about whether a grunt could or could not be summarily executed, on the front line, by a Commissar, on a planet that is being overrun by Chaos. Any moment now. They will surly receive a message on their disrupted vox stopping the Commissar from shooting us between the time the order is given, and he raises his pistol. Any moment now. /s

To be fair, this argumentation may be quite useful if a solar who exalted in the Adeptus Administratum shows up!
 
Whoopse!



I ballparked them as elite troops with artifact gear, which...probably is underselling them, but I figure that the average TacMarine is less impressive than, say, a named badass.

...I probably should have made the Khorn Berserker harder, but we'll just say your Exaltation was still going on so you still had some plot help...
For 40k, the tabletop games undersell Tactical Marines, as they're generally the most experienced if you can believe it. Depends on the chapter etc, but generally new recruits are shoved into scout groups and left to fend for themselves, then the survivors are given decades of melee and ranged experience in those respective squads, then the survivors go to Tactical squads. I'm sure it's different for chaos because they don't follow ultramarine tactics, so they're probably worse.

Edit: The Space Marine video game gives you the best example of the quality of training etc of space marines at initiate, sargeant, and captain, in that they're all crazy badasses, but each is that much better than the last due to decades/centuries of fighting and training with every weapon they can get their hands on, plus the tactical and strategic experience.
 
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To be fair, this argumentation may be quite useful if a solar who exalted in the Adeptus Administratum shows up!
I would expect a Sidereal for the Administratum exalted. Maybe a paperwork exigent. Although an Umbral with a shadow's driving intimacy of something like "The paperwork is more important then the people" would be kinda funny.

edit:
Edit: The Space Marine video game gives you the best example of the quality of training etc of space marines at initiate, sargeant, and captain, in that they're all crazy badasses, but each is that much better than the last due to decades/centuries of fighting and training with every weapon they can get their hands on, plus the tactical and strategic experience.
Those are heavy duty pro-astrates propaganda. I'm sorry, but health regeneration for executions, just the tip of the nonsense. A boss fight versus a sorcerer, and several blood letters after everything else. That is just quite a few steps too far.
 
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I ballparked them as elite troops with artifact gear, which...probably is underselling them, but I figure that the average TacMarine is less impressive than, say, a named badass.

...I probably should have made the Khorn Berserker harder, but we'll just say your Exaltation was still going on so you still had some plot help...
I considering running them as some form of terrestrial exalted if I do run that exalted/40k campaign I've been thinking about for the past week.

Maybe using the exigent rules once I've got around to reading them.
 
Yeah, basically, he's vastly overstepping his authority, but is basically counting on nobody calling him on it who's in a position to countermand him.

In that sense, talking over a Magos in their area of expertise and then trying to shoot the miracle? Frankly, he'd have to subsequently kill every witness here or else he'd be fucking Servitorized in no time. He might actually do that, but anyone dumb enough to completely ignore the politics and optics of pulling a stunt like this absolutely has no business being in command.

The Mechanicus are not subordinate to any Imperial Institution, and a no-shit Magos is functionally in the same ballpark of Authority, it's just so fucking dumb that the Magos is going "Holy shit we have a miracle we can actually win this" and his reaction is "Jeeves, shoot the miracle I don't have time for this shit I'm too busy losing this war to care"

And that even throws away the fact that "An IG General does not have authority over Naval Personnel". And Commissars are not fucking subordinate to anyone but their own chain of command. That's the entire point, they're supposed to be able to shoot even the General if they're disgracing their position.

Now, in reality, there's more to it than that, but holy hell this is a clusterfuck even by Imperial standards. "Whether Actual Traitor or just someone who was Trained Wrong as a Joke, he needs to be relieved of command if he's this fucking bad at this" Wars that have seen planets burn have started over far less of a fuckup than this is."
 
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I ballparked them as elite troops with artifact gear, which...probably is underselling them, but I figure that the average TacMarine is less impressive than, say, a named badass.

...I probably should have made the Khorn Berserker harder, but we'll just say your Exaltation was still going on so you still had some plot help...

I considering running them as some form of terrestrial exalted if I do run that exalted/40k campaign I've been thinking about for the past week.

Maybe using the exigent rules once I've got around to reading them.
Perhaps trying to make them exalted complicates them. QC ~10 dice in melee, more from attributes then ability (6,4), artifact weapon with a merit to greatly reduce the cost of not having attunement (it's a big weapon that we make work vs it's a big weapon that we make weigh a feather). Another merit to let them regenerate willpower quickly along with extra willpower they spend. More merits that will not be included, until relevant. High resolve, low guile, good soak, some hardness. Solid, long lasting, can't mote tap, but no essence to spend and far less mobile.

Because we are not tracking Kit's motes, we don't have to worry about how much most of their biological advantages are worth. If we ask him, they are too complicated to be worth fighting as one, but he could shapeshift into one if it was worth it.
 
Perhaps trying to make them exalted complicates them. QC ~10 dice in melee, more from attributes then ability (6,4), artifact weapon with a merit to greatly reduce the cost of not having attunement (it's a big weapon that we make work vs it's a big weapon that we make weigh a feather). Another merit to let them regenerate willpower quickly along with extra willpower they spend. More merits that will not be included, until relevant. High resolve, low guile, good soak, some hardness. Solid, long lasting, can't mote tap, but no essence to spend and far less mobile.

Because we are not tracking Kit's motes, we don't have to worry about how much most of their biological advantages are worth. If we ask him, they are too complicated to be worth fighting as one, but he could shapeshift into one if it was worth it.
Don't forget their ability to resist warp effects because I have lost track of the amount of times a space marine has been exposed to the warp/psyker powers that would have left a normal human as a puddle of, possibly human but likely not, liquid that is hopefully dead.
 
[X] Flair anima "Enough! Commissar! What is the sentence for treason? General Hakkon-Rauvhancier III is preventing Magos 871-Kappa of the Lex Mechanicus Votive Force Divine from deploying a weapon that will destroy that ship" [points at the battle barge] "before it can begin using it's bombardment capabilities to destroy our forces!"
--[X] Turn towards your CO and salute "Apologies sir but in your assessment of the strategic situation would you agree that the enemy is withdrawing their forces in preparation for the use of their ships strategic bombardment capabilities?"
--[X] Aaaand if all that fails disarm the Commissar, knock the General unconscious, and then have them tied up, thrown into the brig, and assume command. With Kit's help, obviously.
 
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