[] Plan: Sic Semper Tyrannis
- [] Fleet:
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---[] Volcanus 9 Charitable Organizations: A valid way of influencing societal mores: charity. The Directorate would ship the spies enough resources to begin establishing various organizations intended to use the guise of being faithful servants of the Emperor to both improve conditions in the lower and middle hives as well as subtly propagandize them into being more potentially accepting of progressive doctrines. 0/35, Volcanus 9 Spy Ring gains Middle Hive Charities, increasing Directorate influence as well as providing a front for further operations by Nova Testament Agitators. To use the guise of charity to outwit your foes is distasteful.
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---[] Volcanus 9 Nova Mechanicus: A proposed way by which the Directorate might increase their presence on Volcanus 9: creating a few enclaves of Nova Adepts presenting themselves as newly immigrated members of the Mechanicus. With the likely destruction of a nearby forgeworld, it would present the perfect excuse for why they would wish to immigrate somewhere as "important" and "safe" as Volcanus 9. 0/35, Volcanus 9 Spy Rings gain Nova Mechanicus Enclaves, allowing increased observation of Mechanicus affairs and allowing for further operations by Nova Mechanicus operators, increasing Intel.
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---[] Volcanus 9 Trading Company: The bureaucracy utilized by the Imperium was, frankly, insane. However, by successfully planting members of the Functionary Cult into its structure, it could be manipulated to finance Directorate spy ring operations as well as perform economic sabotage and manipulation by creating a fraudulent trading company. And, best of all, it would provide a perfect opportunity to learn about Volcanus 9's trade partners. 0/35, gain V9 Trading Company, a front that will be used to commit fraud by the Functionary as well as collect Intel. The Adeptus Administratum is an abomination that needs to be destroyed immediately.
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---[] Moby Monstro Observation: Biologically, Void Whales were fascinating: the Directorate had barely scratched the surface in terms of understanding them. Doing so would likely take centuries of study. Endeavor or Trailblazer only. Generate 1D5+1 CUL or ACD and progress toward earning a BioData (0/20)
-[] EXP
–[] Tachyonic Gate: This would, the Gravitonic Owl informed the Directorate, both make warp travel somewhat more reliable chronologically and, more importantly, would allow the Gravitonic Owl to accelerate the Spheres digestive processes. 0/50, increases EXP, Warp Jumps to and from systems close to the home system become somewhat more reliable.
–[] Deep Space Monitors: One day, the Destroyers would return. It was a fear many, many of you held. To that end, some of you wanted to expand the deep space monitoring project in order to ensure that they would not take you by surprise. 0/2, repeatable, costs 1 Network. Each completion gives more robust deep space scanning.
–[] Orbital Defense Arrays: It might not save you, but it would buy time: an array of satellites armed with fusion cannons located in geosynchronous orbit with various of strategic importance. The Net currently covered most population centers, but it could be widened and existing arrays reinforced. 0/10, costs 1 Nuclear Material, construct Orbital Defense Satellites. Repeatable.
–[] Flames of Naklis: The Eye provided a great deal of power, but it wasn't enough but for brief excursions, limiting how the vessel can be used. A theoretical way to help correct this issue: installing the ship with a greater pyro-shrine tended to by their Worldsingers that could be used to help kindle the vessels heart awake. 0/25, Eye of Isha gains Flames of Naklis component. Yr Albain learns to manufacture additional Flames of Naklis. Cost 1 BioData.
–[] Trovian Coral Farmers: As more agriculture came to Trove, one proposal by enterprising Hobbgrots was to create a series of underwater farms for growing coral, kelp, and plankton. These would help increase not only Directorate food stores, but also provide vegetarian alternatives. 0/25, Trove gains Coral Farms.
–[] Erichthean PharmaFactory: With increasing medical demands for high quality medicine, it had been proposed that the Directorate should create a pharmaceuticals mega-factory on Erichtheo capable of using the novel compounds sourced in Erichthean flora and fauna to manufacture extremely high quality medical supplies. 0/15, gain Erichthean PharmaFactory granting ACD and improving medical care.
-[] CUL
–[] Medal of Accomplishment: In the aftermath of the Victory at Yr Albain, the medals that had been awarded had shown a strange property, especially those given to Hobbgrots. They seem to have become some sort of...Mojo Talismans, of a sort: whoever wore them would be luckier, stronger, faster, more creative, and would even find themselves possessed of stronger mental, spiritual, and moral fortitude. If this effect could be studied, it could prove a potent way to improve the fleet's officers. 0/25, gain Medals of Accomplishments, improving the performance of officers and veterans the longer they serve and providing the same benefit to those who inherit the medals.
–[] Ultra-Sonic Instruments: Brass instruments were great for getting loud. By incorporating trace amounts of biometal and advanced resonator technology, they could get louder, becoming more cacophanous than ever to the point they could be, potentially, weaponized: death. by. tuba. 0/25, One Man Bands gain Ultra-Sonic Instruments, increasing CUL.
–[] PizzaMek: Pizza. A dish inspired by the humans: a sort of flatbread topped with crushed savory plant sauce, cheese, and various toppings. It had become alarmingly popular with Hobbgrots, who had begun organizing to create an organization dedicated to creating and delivering these seemingly mundane pies. Specifically, using modified Super Battlebots. 0/25, gain PizzaMek society, increasing CUL and helping design the culinary warbots of tomorrow.
–[] The Server Labyrinth of the Mechanicum: A location underneath the jungles of the continent of Vra'tek, this complex seemed to be a vast cogitator bank filled with mechanicum corpses and sigils that align roughly with known chaos iconography. The Nova Mechanicum wanted to perform an expedition to exorcise and salvage the facility to construct an additional temple. 0/25, sponsor Vra'tek Server Labyrinth Archaeological Dig, gaining +1 NET
–[] The Archaeosaurs of Cetaceous Valley: The Academy had, in collaboration with Wonderpark, located a valley extremely high in rare fossils. They wished to sponsor an ongoing archeological expedition to help dig up the remains of these creatures for study. 0/25, sponsor Cetaceous Valley Archeological Dig, gaining +1 BioData
–[] Jr. Genetics Playsets: A product of wonderpark, engineer your own simple genetic modifications to plants and insects! Change the color your pet pyrefly glows! Produce GigaFlowers! Become a Jr Geneneer today! 2/20, increases ACD.
–[] Winterspite Battlezone Lodging: Well, it helped buy credit towards repurchasing the client contract at least: Banefrost wanted to expand Battlezone with lodging and amenities designed to cater to his Kabal. Warded sleeping and leisure areas, gladiatorial (or at least as one could come under Directorate law) arenas, game shows… 5/25, Winterspite gains Battlezone Lodging.
–[] Shell of the Storm Kraken!: The Storm-Krakens shell ill suited it: a patchwork thing of rust-metal. Perhaps the Directorate might give it a new shell, one forged from gleaming biometal, containing a small monastery complete with shrine and reactor to provide it the offerings it would require, capable of allowing the Meeklakian Weather Vita to wander the system… 11/25, Storm Kraken gains new shell and will begin patrolling the system. Increased affinity with Directorate ships. Cost 1 Living Metal.
–[] Power Paint: There was no reason paint JUST had to be paint. With a little kemistry, paint could also be fire suppression foam, paint could be fire fuel, paint could be glue, paint could be rubber insulation…0/25, Grot Graffiti Artists begin producing and using paint with various chemical properties in their 'art', increasing CUL.
–[] Squog Splicing: Stizlak's idea: what if Hobbgrottic Park developed the means to create even more Squog varieties by inkorporating bits of different squogs together? These kustom squogs could be used for security, minions, petz, pack animalz… 0/25, Hobbgrotic Park begins producing spliced Squogs, increasing EXP. Cost 1 BioData.
-[] FTH
–[] Seawarp Mutations: Imperials apparently had a cultural taboo against mutation of all stripes: using the mutagenic abilities of the Vita of Life the Curse of Darktide could be modified to double as a psychological weapon by inflicting various minor mutations, largely based on sea-life on those afflicted, as well as enhancing any conjured organisms. For some reason, the Abyssal Monks were especially enthused for this idea. 0/20, upgrade Darktide with the power of Life.
–[] Many Biting Fish: The Living College believed that they could also assist: their lessons with the Eldar had greatly improved their fine control over their psychic abilities and ability to navigate the warp as well as subspace. The darktide spells could be modified to alert them and accelerate their travel through the warp, allowing them and other Pelagic Diets that have sufficiently advanced to fling large amounts of small and medium sized carnivorous fish and sealife into enemy vessels. 0/20, upgrade Darktide with the power of Schools.
–[] Nova Mechanica Vitruvian Engine: The flesh was weak. Human biology was a giant mass of flaws, drawbacks, and maladaptations. The only perfection it could achieve, that of the machine. The Nova Mechanica wanted to create a paleotech autosurgery suite designed to perfect this process, using advanced nanotechnology and cybernetics to augment its priesthood seamlessly, painlessly, and without mistake. 0/25, Nova Mechanica begins utilizing Vitruvian Augmetics, increasing ACD. Cost 1 ART.
–[] Alchemical Archaeotech Awakening: The Nova Adepts were very interested in the alchemical properties of Mountain Blood: correctly utilized, it increased the activity of machine spirits considerably. They wished to study this property and develop a series of alchemical procedures that could be used to fully animate sufficiently venerable pieces of archaeotech. 0/30, Nova Mechanicus gain Archaeotech Awakening Potion, a formulae that greatly invigorates ancient machine spirits, increasing EXP. Increases reputation with all Mechanicus and Dark Mechanicus factions by 2. Cost 1 Warp.
–[] Archaeotech Shrine Automata: The Old Mechanicum once had great and mighty legions of automata they fought besides, and before then the golden age of mankind had utilized even more advanced robotics. What could be replicated by the Nova Mechanicus was but a mere shadow. However, there existed many examples of this technology that, once repaired through various means, could serve as incredibly powerful defenders. 0/25, Nova Mechanicus produce Archaeotech Shrine Automata, defensive infrastructure for major shrines in the Directorate. Cost 1 ART.
–[] Hand of The Emperor: A regional symbol used by the Ecclesiarchy of the sector, likely a remnant of an older religion. Consisting of a hand containing an eye, these sigils serve much the same purpose as wards, except instead of blocking through latticed lifeforce, the Hand instead abjurs malign powers by invoking the beneficence of God. The Ecclesiarchy's mystek abilities are advanced enough they can power these off mere faith alone: those of the Nova Testament lack the ability to reproduce this technique, so to use these sigils they will need to find a different way to power them. 0/25, can reproduce Hamsas, sacred sigils that raise FTH.
–[] Karmic Siphon Curse: A proposed idea by the same minds that had helped develop the Darktide Spells: using HexTek to create a curse that siphoned fortune from renown enemies of the Directorate in order to help sabotage them. 0/20, gain Karmic Siphon Curse, designed to target single entities.
–[] Black Pyramids: Of course, more offensive applications existed. When combined with WarpTek technology, Weaponized Cursite Cores, and HexTek generators, these pyramids could instead be transformed into weapons: ones capable of wracking enemies with terrible curses. 0/35, TekPyramids are upgraded with CurseTek, increasing Warp and FTH.
–[] Rite of Natures Wrath: The Destroyers hadn't just targeted Tekket. They had also gone after the indigenous lifeforms of the planet, exterminating several species that had been of incredible importance to the ecosystem. If they invaded again, there needed to be a means to help nature fight back. And so the Druids had proposed a ritual designed to rouse the wrath of the nature guardians and focus it on those deemed enemies of nature, enabling the wilderness itself to go to war against invaders. 0/20, gain Rite of Natures Wrath, increasing the aggression of local nature against those hostile to it.
–[] Temple to the Fool: The eldest son of the Toy Maker, the Fool had an extremely specific domain: the Fool was, to put it simply, the god of stupidity and slapstick. His stories and myths had a recurring motif: the Fool would be doing something or another before being accosted by some villain or monster seeking to cause the Fool harm, only for the Fools stupidity to cause their foe to injure themselves, typically without the Fool ever noticing. With the Toy Maker receiving additional clergy, many faithfuls of the Fool wished to establish their own temple. Specifically to serve as a university of sorts for aspiring fools. 0/25, establishes Temple to the Fool Actual Clown College, a Holy Site Complete Travesty that increases CUL by two trains future disgraces to their ancestors in the art of getting hit by pies and yet somehow making the pie thrower look like the idiot.
–[] Rites to the Lanternkeeper: And yet more and more the Galaxy looked like a place full of great terror. Yet when faced with darkness, what else could one do but merely prepare, and light a candle to keep that vast and unrelenting darkness at bay and the flames of hope alive. 0/35, develops Lesser Lanternkeeper Rites, increasing defense against hopelessness even more. Can be reduced to 0/20 by spending 1 Warp.
–[] Barrow Guard: AutoZombies were, frankly, deeply unsettling. But they presented a unique opportunity for the dead of the Directorate to continue to serve: Marjak was willing to share the secrets of the technique to manufacturing them in exchange for biodata that could be used to refine the process, which would allow some volunteers to convert their corpses into Mausoleum Guards. 0/20, TekMausoleums will slowly generate Barrow Guards from volunteer corpses to defend Directorate worlds. Raises Forbidden Archive influence.
–[] Logic Virus Code-Weaponization: Alternatively, with some modification, they could also create a version of the Logic-Virus that's loyal to the Directorate, and use them as a sort of digital attack dog, essentially allowing Directorate Occulteks to deploy sentient malware to enable them to hijack enemy machines. 0/25, Occculteks develop HiJak Executable, allowing them to temporarilty hijack and subvert enemy machinery and computers.
–[] Seeds of the World Tree: Each were contained with vast sums of arcane power: through certain rituals, these fruits could be planted on other worlds to help germinate them with the power of the world tree, flooding their wilds with celestial energies. 0/25, Yggsdrastil begins producing Sacred Baobob Seeds, increasing CUL. Cost 1 Warp.
-[] ACD
–[] Lumium Bird "Biology": The Lumium Birds physiology was a mystery. Comprised entirely of crystal, the creatures were physiologically impossible, and yet it still mimicked basic biological functions. It ate, slept, produced waste products, and was even capable of laying more eggs. The Academy wanted to do a dedicated study of the creature in order to puzzle out how it works. 0/25, learn how the Lumium Bird works, generating Biodata.
ArborSerum: Another proposal was making wisespread the practice of using MegaFlora Serum to accelerate Arbor Guardian Growth, increasing the total lifeforce flowing throughout the Totem-Net, and even developing specialized blends specifically for use in trees and other already-large flora. 0/25, develop ArborSerum, increasing CUL and Warp.
–[] State Secrets of the Khimer Psyocracy: The Khimer were willing to divulge several secrets to the Directorate in exchange for agreeing to an official defensive pact. This information would include the means that they destroyed the Great Devourer and its army, the details surrounding death-gems and their manufacture, and even the full extent of the Khimers hidden assets. 0/25, gain Khimer State Secrets Dossier, increasing Intel.
–[] Nàdair Spáslong: While the exodites had the Wings and subspace both, there were a variety of situations where having even small void-capable craft would be useful. Should they and the Directorate collaborate, they should be able to research means to create small semi-biological ships. 0/25, Yr Albain Worldsingers develop means to grow small WyldVessels. Cost 1 BioData.
–[] Vault of Scrolls: The Testament in conjunction with the Unionists wanted to erect a great palace of knowledge, a vast vault where scholars, poets, and philosophers of the Directorate could store their wisdom, equipped with a fleet of priest-curators to help manage, maintain, and aid others in using it. 0/25, Testament gains Vault of Scrolls, an academic institution consisting of a massive humanities library, increasing CUL and ACD.
–[] Auton Anti-Warp Alloys: The hull recovered from the Forbidden Archives warp colonization program had fairly strong anti-warp and even anti-chaotic properties. Koptu believed that learning how to synthesize more would prove invaluable for warp-proofing the AutoVessels. 0/25, Autonites gain Antiwarp Hull upgrades, increasing Auton rep by 3 and AutoVessel influence.