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 **: 24/50

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.

UNBROKEN IMAGE FOCUS
Cost: 3m+1s/g/wxp | Type: Reflexive
Keyword: Salient | Duration: Instant
Effect: After making a Craft roll, you may purchase non-charm successes up to the number of successes rolled + your [Essence]. These do not count double successes for the purposes of how many successes you can buy.

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] Go for 44-88, he was wounded and, unlike 12-13, can be saved

At least his first designation isn't 14.
 
[X] Plan Write in: in 12-12's honor
-[X] 7-7 was right, death denier first and death dealer second. Weave to pass your lance to the nearest Krieg breaking away, even if that is 7-7, and signal to them you saw an opening in their rear flank of the tank
-[X] Break for 44-88 to recover and move to cover for triage, weave to pick up 12-12's corpse if possible- the wound may be fatal but his gear may still slay the enemy.
 
[X] Write-in: recover both 44-88 and 12-12 with our assistant. The manual says that 12-12 is dead, but maybe their equipment has value (and they are still moving, writhing in pain, and haven't you seen cadians with replacement arms?)
 
Adhoc vote count started by DragonCobolt on May 13, 2024 at 12:40 PM, finished with 11 posts and 10 votes.

  • [X] Go for 44-88, he was wounded and, unlike 12-12, can be saved
    [X] Go for 44-88, he was wounded and, unlike 12-13, can be saved
    [X] Charge the tank's side.
    [X] Plan Write in: in 12-12's honor
    -[X] 7-7 was right, death denier first and death dealer second. Weave to pass your lance to the nearest Krieg breaking away, even if that is 7-7, and signal to them you saw an opening in their rear flank of the tank
    -[X] Break for 44-88 to recover and move to cover for triage, weave to pick up 12-12's corpse if possible- the wound may be fatal but his gear may still slay the enemy.
    [X] Write-in: recover both 44-88 and 12-12 with our assistant. The manual says that 12-12 is dead, but maybe their equipment has value (and they are still moving, writhing in pain, and haven't you seen cadians with replacement arms?)


Make me a +20 Medicae check, total chance 60%

(+20% for skilled, and you're getting a +10% for 55's help, which counteracts the -10% for first aide!)
 
I vote we reroll. We got three. Don't have to be stingy about them til we're down to one and might need to burn it to survive a lethal crit.
 
...Well its been a few hours and no one has opposed it, so I guess I'll just reroll it? Dragon can take the roll or not, if things change.
Kosjurake threw 1 100-faced dice. Reason: Medical Reroll Total: 7
7 7
 
The Wounded and the Dead (0.6
You kneed Gitta forward, heart hammering. You rushed up to where 48-88 was harrying a man with a saber and 7-7 was reaching down to grasp a new heavy lance. The other half of the squad was at work among the infantry, shouting their battle cries - "They shall not pass!" and "Glory and Death!" - but you couldn't see them through the swirling mass of bodies, the mud being kicked up, the smoke. You focused in on 48-88's shoulder: He had a nasty burn and had to be distracted from his sword work.

"Your arm!" you shouted.

"My what!?" he shouted.

A las bolt sizzled past your ear - and 7-7 jerked out of the way of it with a writhing jerk. It wasn't really dodging the shot - it was more that it hadn't remained on her long enough to harm her. She hacked down with her cutlass, shouting.

"Don't you have some-"

"Your arm!" You grabbed onto 48-88's arm. He hissed through his resperator as you slammed a medpatch over the burn, then injected stimm. The hiss of the injector was shockingly loud over the shouting and the squealing of tank-treads, the rattling of gunfire. You jerked the stimm out, then shoved him away.

"Go! Go!"

"Come, we have work to do!" 7-7 shouted. She wheeled her horse, her lance sweeping out as she twirled it, clearly excited to charge the tank again. Five men in the mud popped up, their makeshift armbands and civilian clothes so splattered with muck you hadn't even noticed them. Their lasguns rippled and a wave of ruby red light suffused 7-7. Her head burst into flames. Your resperator filtered out the burnt-stink of blazing rubber, and for a moment, you could see her hair escaping her hood and helmet. She lifted her arm, throwing it up to try and stop the blazing heat of it.

Her arm exploded. The bone snapped in half and flames swept over her body. Her screams were so loud and piercing, almost animal. SHe hit the ground, smoking, hissing. The mud put out the fires and she sobbed, dragging herself away as her mount stepped over, nosing at her with clear concern. "Not...not yet! Not yet!" 7-7 gasped out.

"They shall not pass!" 48-88 shouted. He kneed his horse forward, rushing towards the five men that had gunned down 7-7.

"Not yet!" 7-7 was shrieking, her head lifted up. You saw her respirator had sloughed off, revealing cracked and bleeding lips.

Heavy bolter fire ripped through the air. You snapped your head around.

The sergeant, calm as a vat, rode past the slowly turning sponson, bolts exploding behind him. His second lance was in his hand and he tossed it, overhanded, straight into the join between sponson and hull. The roar of the explosion silenced the bolter and ripped a gaping hole. Chaos cultists reeled within the vehicle, jerking away from the hole as the whole vehicle rocked on its heels.

You looked back down at 7-7, then at the hole.

The tank was open.

7-7 was sobbing.

---
What do you do?
[ ] Unsheathe your lance and charge!
[ ] Get off Gitta and help 7-7
[ ] Get the fuck out of here, now!
[ ] Write In


Minion Mob One: 13
Minion Mob Two: 12
7-7: 9 [2 wounds, uninjured cohort 48-88]
Predator: 8
Sergeant 39-40: 7 [10 wounds]
41-22: 7
8-18: 6

You ride to 48-88 and fix him up.

8-18 charges and lances the predator and hits the flank for 13 damage, bringing it down to 16 wounds.

Minion Mob One and Two open fire on 7-7 and the Sergeant! getting 5 hits and 1 hit! 7-7 dodges one! She takes 6, 0, 4, and 0 wounds, bringing her down to -4 and then -4. She gets all her hair burned off and takes 2 fatigue and is blinded for 3 rounds, then looses an arm. She takes enough fatigue to be outta it.

The sergeant takes 0 damage

7-7 remains out, while 48-88 attacks ineffectually with his saber

The Predator opens fire on the sergant and 8-18 with its heavy bolters and rolls remarkably poorly, getting ho hits.

The Sergeant draws his second lance, stabs and gets 23 damage, bringing the predator down to -7! and blows a hole in the side of the tank, reducing its armor by half!
 
Ooh. Tough choice. Duty or glory?

*edit*
Assuming we do not have a duty to prioritize the tanks destruction.
 
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