[X] Perk Plan Psychic Goody Two Shoes and Extravagance:
- [X] Speech: Diplomacy: 180 Perk. Solid Honor. Your word isn't considered legal tender, but... Provides a bonus to Speech Checks 6 times Karma. Requires Good Reputation.
- [X] Education: Advanced: 100 Perk. Omni-Doctorate II. You have the kind of intellect and knowledge that the vast majority of people simply can't follow your conversation unless you intentionally alter your vocabulary to compensate. +900 to all Checks. Must have Omni-Doctorate.
- [X] Education: Advanced: 120 Perk. Omni-Doctorate III. You have the kind of intellect and knowledge that the vast majority of people simply can't follow your conversation unless you intentionally alter your vocabulary to compensate. +1000 to all Checks. Must have Omni-Doctorate II.
- [X] Education: Cultural Analysis: 100 Perk. Comrades. You can absorb polities much larger than your own with ease. +15 Free Integration actions. Requires Prepare To Be Uplifted!
- [X] Education: Cultural Analysis: 120 Perk. Comrades II. You can absorb polities that much larger than your own with ease. +20 Free Integration actions. Requires Comrades.
- [X] Education: Seer: 100 Perk. Esoteric Craft. Your knack is developing into a full-fledged style for creating things from/using Warp energy, and discovering new ways to do so. +1800 to Psyker Checks. Requires Esoteric Skillset.
- [X] Education: Seer: 120 Perk. Esoteric Craft II. Your knack is developing into a full-fledged style for creating things from/using Warp energy, and discovering new ways to do so. +2000 to Psyker Checks. Requires Esoteric Craft.
- [X] Psyker: Sorcery: 100 Perk. Omni-Manipulation V. You've reached the skill level of the absolute peak of known Omnimancers, which is generally about the level most psykers achieve in the field they focus on. +1800 to Combat, Tactics, Medicine, Electronics, Invention, and Explosives Checks. Requires Requires Omni-Manipulation IV.
- [X] Psyker: Sorcery: 120 Perk. Omni-Manipulation VI. You've gone beyond absolute peak of known Omnimancers, which is generally about the level most psykers achieve in the field they focus on, as you are no ordinary psyker. +2000 to Combat, Tactics, Medicine, Electronics, Invention, and Explosives Checks. Requires Requires Omni-Manipulation V.
- [X] Invention: Necessity: 100 Perk. Hidden Pockets. Having a trick up your sleeve is rather literal in your case. +25 to all Checks from hidden weapons and tools. Additional 'slots' for accessory-type equipment.
- [X] Invention: Practical: 100 Perk. Much Better. You can always provide better materials than what was asked for, or make them. All materials below are considered one grade higher than they actually are.
- [X] Invention: Extravagance: 60 Perk. That Should Have Been Destroyed! Not with how much I spent on it! Durability of Extravagant items is doubled, after extravagant bonus is applied.
- [X] Invention: Extravagance: 80 Perk. Over-Engineered. Extravagant items perform even better if you put more effort into them, rather than just more resources. 25% increase in boost to specs provided by Extravagance.
- [X] Invention: Extravagance: 100 Perk. Castle... On Top Of Your Castle. If it weren't so effective, you'd think it was stupid too. 50% increase in boost to specs provided by Extravagance.
- [X] Invention: Extravagance: 140 Perk. Worth It's Weight In Gold. While using actual gold would be stupid, painting it gold is fine, and helps denote how insanely expensive it was. +10% to Extravagant builds. Requires 1 of preceding Perks.
- [X] Invention: Extravagance: 160 Perk. Totally Worth It! Despite how incredibly expensive it was, the product is proving it's worth. +10% to Extravagant builds. Requires 2 of preceding Perks.
- [X] Invention: Extravagance: 180 Perk. Worth More Than Gold. This thing makes gold seem downright cheap. Let's hope it was worth it. +25% to Extravagant builds. Requires 3 of preceding Perks.
- [X] Invention: Extravagance: 200 Perk. Extravagant. While Extravagant items are expensive, they are also worth it for exceptional people, such as the Champions or yourself. +50% to Extravagant bonus. Requires 4 of preceding Perks.
[x] Plan: tri2 Shark 2: Sharky Boogaloo
-[x] Convert 11 major actions to 22 minor actions
-[x] [Tag] Combat: Stealth
-[x] [Tag] Electronics: Security
-[x] Speak With Father.
The Crystal god was not conscious just yet, but before any further work was done in making it more aware or powerful, you wanted to talk to Father. Partly because if anyone had expertise in dealing with such, he would, but mostly because you wanted to convince him to allow for its creation. According to Magnus, religion was something he actively disliked, and a god of any kind was something he was unlikely to look kindly upon. As such, you would be speaking to him on the matter, with Magnus chiming in his support.
After making sure he wasn't doing anything important at the moment (apparently he didn't actually need to sleep, which saved a lot of time even by your standards) you decided to rip it off like a band-aid. "Father, there's something about the Crystals we need to discuss." you began, only to be interrupted.
EMPEROR AWARENESS ROLL: 74. Required: 32.
AN: Originally 2, Malus of 30 due to the amount of time he's spending getting Terra in a not-shitty state. Did you really think he wouldn't notice something weird happening with the Crystals? The things he's been liberally applying to the Thunder Warriors' equipment?
"YOU MEAN THE WARP ENTITY FORMING IN RESPONSE TO THEM? I ALREADY KNOW." At your noticeable surprise, he added. "I'M DISTRACTED, BUT NOT SO DISTRACTED THAT I WOULDN'T NOTICE THAT SOMETHING STRANGE WAS HAPPENING TO THE CONCEPTUAL CRYSTALS. I'VE SEEN ACTS OF SORCERY GO WRONG TOO MANY TIMES NOT TO KEEP A CLOSE EYE ON THEM."
Diplomacy Check: 2 Checks Passed. -490 to Check difficulty.
Speech: Persuasion: 180+ 86970(Speech bonuses)- 10000(Set In Ways) -50000(Almost Religiously Anti-Religion)+ 25000(Pragmatism)+10000(Magnus' Recommendation)=62150. Required: 24510 for With Heavy Restrictions. 49510 for With Moderate Restrictions.
1710/6600 to Level 57. Currently possess 14 Perk points.
"Okay, hear me out. I think we should allow it to form. If I'm right, it will restrict access to the Crystals to those it chooses to allow, or at least make it much more difficult to use them. In addition, Magnus suspects, and I'm inclined to agree, that it draws from the Warp energy that goes into things that aren't really worshipped on a meaningful scale, like fire and ice, that it has Crystals for. Therefore, it doesn't actually require worship, and is unlikely to actively seek it out unless we make a Crystal for that sort of thing, which I see no reason to do. So long as we keep a close eye on it, it should only provide benefits." you explained.
"I believe the same, Father." Magnus chimed in. "Cultists aren't actually restricted from using the Crystals at this point, so being able to restrict their access will be to our benefit, especially if we don't want anyone else making them without our knowledge. As the Crystals are it's domain, it should be able to tell when someone is doing something to affect that domain, such as crafting a new type of Crystal." he added his support.
Father considered for a full minute, which if his intellect were anything like yours (presumably greater if the hints of the timeframe that made up his lifespan were accurate) was akin to a normal human thinking it over for an hour. "I SUPPOSE THE BENEFITS WILL PROBABLY OUTWEIGH THE DETRIMENTS, SO I WILL ALLOW IT, WITH THREE CONDITIONS. FIRST, CONTACT ME WHENEVER YOU ADVANCE A CRYSTAL, PARTICULARLY TO IT'S MAXIMUM, WHICH WILL ALLOW ME TO GET A FEEL FOR HOW LONG BEFORE THE ENTITY GAINS CONSCIOUSNESS, AT WHICH POINT I WILL INITIATE THE SECOND CONDITION. TESTING IT IN ORDER TO DETERMINE ITS OVERALL NATURE SHORTLY AFTER IT'S BIRTH. THIRD, WHETHER OR NOT IT IS INCLINED TOWARDS WORSHIP, IT IS NOT TO BE WORSHIPED. THESE CONDITIONS ARE NON-NEGOTIABLE." He agreed.
"I'll agree to that. Those seem perfectly reasonable." You say. For all that you thought it likely it would be a benevolent entity, you could see the possibility of it being malevolent or failing to properly understand humanity and how disastrous that could be. You weren't keen on more religion beyond making sure something really nasty didn't fill the void, and you could work on that later. The fact that he wasn't giving it a bunch of heavy restrictions, and allowing it to happen in the first place, was as much as you'd hoped for. You heard Magnus sigh in relief, much the same sentiment as you had.
"HOWEVER, I WOULD ALSO ASK THE TWO OF YOU TO FOCUS MORE ON PURELY MUNDANE TECHNOLOGY, AS DEPENDING OVERMUCH ON THE CRYSTALS COULD VERY WELL BACKFIRE SHOULD THE CRYSTAL ENTITY PROVE MALICIOUS OR INCAPABLE OF ACCEDING TO HUMANITY'S WISHES. TO THAT END, I WILL BE GIVING YOU SOME AID IN THE FORM OF TEACHING YOU MORE ADVANCED MATERIAL SCIENCES. NOT AS ADVANCED AS POSSIBLE, SINCE I SIMPLY DO NOT HAVE THE TIME TO TEACH YOU THAT, AND YOU'LL NEED TO ADVANCE YOUR GENERAL EDUCATION IF YOU WISH TO UNDERSTAND THE HIGHER LEVELS REGARDLESS."
"I use it to supplement mundane technologies in most cases, but I see your point." you admit. It was a valid argument. If all your Crystals stopped working, it would be a huge setback, much like if all your Psykers were killed or driven insane. Purely mundane technologies needed to be able to perform the tasks adequately.
Reward: Emperor has allowed the formation of the Crystal Deity, under a few conditions, the most major ones being that he wished to grill the being upon it gaining consciousness, and that it not be worshipped. Materials Science upgraded! Extremely Improved Materials Science. Your understanding of the production and use of various mundane materials has advanced beyond the average for the newly-founded colonies of the DAoT. +500 to military rolls, +500% to industry, +500 to morale rolls. All Invention, Forging, and Electronic innovations have their requirements reduced by 5 ranks, though this doesn't always apply to Psyker innovations.
AN: This unlocks a special action to get your other bonuses up to speed. It requires 3 actions to do so, but improves a bunch of actions by 5 steps. This will apply to new techs automatically. Say a tech has a base requirement of 50000. This reduces it to 5000, and the soft-cap remains 500000, allowing you to 'cheat' the soft-cap. Of course, Materials Science is currently maxed out, but 5 ranks more for most techs isn't bad. Also, Arcologies can be advanced now.
Before anybody's like 'Oh, that's not so bad.' one of his conditions is 'If it doesn't pass muster upon being born, I kill it with extreme prejudice.' so, just remember that.
-[x] Webway Patrol. (x10)
Considering how large an area had been taken last time, you repeat your previous commitment to expanding your Webway holdings.
PDF Contribution: 5770+ Champion's Bonus: 960=6730/10=673*10=6730. 6730/300 (250 to take, 50 to hold) =22.44 Rounded down to 22.
With the improvements to the PDF, and the problems involved taking it being more or less the same, the amount of Webway taken and being restored by the Eldar of Quenya triples, jumping from 11 sectors to 33. With it comes access to 44 planets.
Diplomacy Check: 2 Checks Passed. * 44.
Assessment Rolls: 11, 8, 65, 91, 45, 34, 13, 54, 34, 97, 68, 4, 96, 27, 72, 7, 48, 90, 3, 75, 81, 69, 51, 88, 89, 3, 98, 70, 52, 19, 44, 35, 61, 12, 17, 31, 7, 84, 35, 56, 72, 98, 98, 76.
Information, Non-Aggression, Full Alliance and Allegiance Checks Autopassed. * 44
390/6700 to Level 58. Currently possess 16 Perk points.
Alright, beginning with the good news. 3 lone Forge-Worlds have been discovered via Webway passages. In addition, another pair had built up trios of subordinate worlds to provide them with men, material, and food in return for advanced technology and maintenance thereof. 15 Civilized Worlds, a surprisingly large number, were also Webway terminuses. This accounted for 27 of your 44 new worlds.
In middling news, you gain a small number of Desert and Ice Worlds, though the 10 Deathworlds were of interest, especially to the Biologis faction of the Mechanicus and biologists of the Scientific Enterprise, who happened to be the least tense portions of their respective organizations relative to each other. The pair without human inhabitation swiftly saw Mechanicus/SE research outposts constructed, while the ones that did were happy to have modern technology to deal with their problems, and the outposts were made part of general embassies.
8 other worlds of moderate inhospitabitality, due to either relatively weak magnetic fields (not to the point of making human life impossible, but sunburn is a much bigger problem, for instance) being slightly out of the goldilocks zone and thus a bit too hot or cold to be truly temperate, or unusually active volcanism making several areas unsafe. You presume they were ignored when better colonisation options were readily available, but you cannot afford to allow worlds where Orks could easily survive to simply sit there. Seeing as these worlds would require constant monitoring to avoid Ork infestation, you may as well simply colonize them considering how much effort you'd be going to, and since you haven't explored the local sectors thoroughly enough to be aware of any nearby xenos races who may want them, you default to making them human colonies.
Then there's the bad news. 3 other Civilized Worlds were under major assault by Orks, who originated from nearby worlds that also happened to have gates. Your soldiers and yourself dealt with the assaults on the Civilized Worlds (mostly involving your soldiers handling things groundside while you teleported amongst the Ork ships and killed their crews, which had the nice side benefit of providing the worlds with raw materials to effect repairs on their ships, while they reserved the material on-planet for groundside repair work), and began guerrilla campaigns against the Orks on their worlds in preparation for the arrival of larger forces for a full purge. These Orks did not compare to the WAAGH you'd personally broken, so your soldiers had been able to deal with them, though you were present to handle the orbitals, as they'd never get proper naval support since you were unsure of the exact placement of the planets in question relative to your own.
Reward: Minor PDF losses. Gained 5 Forge-worlds, 2 Hive Worlds, 2 Mining Worlds, 2 Agri-worlds, 3 Ice Worlds, 3 Desert Worlds, 10 Deathworlds, 8 Colony Worlds, 18 Civilized Worlds, 3 Ork-infested Colony Worlds totalling 50 planets, increasing current holdings to 267 planets. Webway Access has cube of 3 by 3 by 3 sectors completed, before expanding outward in the direction of Sol, absorbing 6 of the 9 of the next layer's Webway pathways.
AN: The Colony Worlds are the 30-49s, which means they're below average, but not terrible. The Ork worlds were random Ork planets, not Ork WAAGHs, though the local fleets that would normally harass such worlds have been drawn off to fight those.
Government Departments Established has been upgraded! Governmental Departments Established. Will grow and split off smaller organizations meant to serve more specific functions as growth continues. 300 Integration actions may be taken per Turn. 52 Free Integration actions per Turn. 52 Free Survey action per Turn.
Exotic Items Bonus has been upgraded! Exotic Items Bonus. From extract from a species native to a Deathworld, to minerals only found on Warp-touched planets, to Forgeworlds with unique products from centuries of tweaking not dissimilar to evolution, to the elites produced by training regimes considered excessive even by the inhabitants of Deathworlds, you possess a number of unique goods when drawing from across the entire length of The Bastion, which has knock-on effects from specialized solutions to various problems, to extra incentives, to exotic materials to use in research. +70 to PDF Rolls. +70 to Morale rolls. +700 to Invention Checks.
Access to Webway expanded! Access to Webway. The Webway is a network of Wraithbone tunnels which span the galaxy much like blood vessels. Many worlds important to the Old Ones and Eldar will have a gate on them. Currently accelerates troop/good movement somewhat across a 3 by 3 by 3 cube of sectors surrounding Thernus, and 6 of 9 of one layer closer to Terra. Terran layer remains untouched, currently.
AN: All your Tagged Skills didn't go to the next 10, so no description changes.
-[x] Looking For Your Brothers.
Roll: 32+ 50(Omake bonuses)=85. Pass. 1d20: Doesn't matter. Only 1 available. Horus Found!
Horus had had a particularly close shave with a larger kill-gang than usual, the group he was leading prioritized quality and sanity over numbers and bloodthirst, but a trio of particularly large gangs had joined forces to deal with their mutual enemy. Apparently killing the deranged leaders had, instead of destroying the gangs as he'd expected, allowed their more level-headed seconds (though the Bloody Hands had had their second killed by their third, who'd taken command, which was an accepted method of becoming leader amongst the more-violent-than-average gangs) to take command, and then strike a deal to deal with him and his followers.
The fight that followed had ended in the mutual annihilation of nearly all of his followers, save a few of his best fighters and himself, and the enemy gangs. He himself had been injured to an extent that would normally leave a human debilitated for a couple months at minimum, but would only affect him for a week or two. Still, the other 2 gangs, who controlled the city now that four of the six had been taken out of play, would start sniffing around in the power vacuum left by the fall of those gangs, and he'd have trouble recruiting new followers after what happened. The rumors that those around him ended up dead were already spreading, and it had only been a few hours.
He wouldn't join some other gang, the leaders wouldn't be stupid enough to take him in without crippling him with the threat he posed, or they'd just kill him while his guard was down. Even he wouldn't survive being beheaded, and an ax or two would manage it eventually. The question was what to do next…
'I have a suggestion.' A voice in his head responded.
'Who are you, and what are you doing in my head?' he asked the most pressing questions first.
'Your sister, Serras, speaking to you telepathically. No, I can't read anything beyond your surface thoughts unless you show me. I've been contacting all of my siblings across the stars, sharing information, including technology, and I think I know a few things that can help you. You don't have the sort of resource base the others have access to, unfortunately, but I think you'll be able to turn the tide with a little help.'
Horus considered. On the one hand, he had very little reason to trust her. On the other hand, he had few better options, so as long as she didn't ask for his soul or anything, he'd see where this led. 'Alright, what did you have in mind?'
Ten minutes later, he had gathered some scrap metal and wiring, and watched as she assembled it. The result was a little platform, which had a set of buttons on one side, next to a screen, after some rapid telekinetic button-pushing, some material was placed on top of the platform, which briefly shimmered as a button was pressed, before turning into a gun. '...I assume there's something special about this gun?' he asked.
'Yes, it's a laser gun. It'll hit it's target pretty much instantly from anywhere within viewing range, though you'll need to adjust to it's aiming and lack of recoil. Also, all you need to do to make more is gather some material and put it on the replicator, then push the button I just did, since I've already programmed it with the schematics. Arming your subordinates will be trivially easy, though don't let that replicator get jostled too much. I had to include a reactor because the power grid in this city is, frankly, terrible, and if it gets blown up, it'll wipe out half a city block.
I also included body armor, which is the button immediately to the left of the gun's. It'll stand up to pretty much anything that wouldn't vaporize/pulverize an unarmored human.' Having hotkeys was great. No expertise in actually using the system necessary. 'If you really want a melee weapon, the button to the right of the gun's makes a sword.' she added. There were situations where CQC was the better choice, but ranged combat should be your first choice unless your enemy had a ridiculous advantage there.
'This is impressive. What did you want in return?' he asked. No one ever did anything without expecting something in return not for what amounted to a stranger.
'Just survive until Father or I can get to you. It'd be great if you could fix your city, but for the moment, that's all we need. See, Father plans to reunite the scattered enclaves of humanity, and we'll need all the help we can get to do that. Besides, we'd be sad to lose you.' she answered.
She seemed genuine, and he'd gotten a decent amount of experience in discerning truth from lies, so he supposed he could give her the benefit of the doubt. It was unlikely she could do anything to hurt him from so far away, and if this device were to suddenly stop working, then he wouldn't be much worse off than if he'd never had it. 'Alright, that was the plan anyway.' he responded.
'Glad to hear it. I'll be checking in on you every now and then, to see if you need anything. One more thing before I go, do you have any Psykers in your group?' she asked.
'Just the one, she's a bit off in the head, which we're pretty sure doesn't actually have anything to do with her powers, but she's a potent fighter.' he replied. The girl refused to wear anything but purple, for some reason, and was entirely too well-suited to killing for an 8-year-old, but she was damn good at it. Better to have her where he could keep an eye on her than letting one of his enemies get their hands on her.
'Good enough.' A set of swirling vortexes of Warp energy became briefly visible, followed by a second set, slightly larger than the first, and a third set which was very slightly larger still, which deposited trios of crystals. 'These are conceptual Crystals. They screen the Warp for their relevant concepts, and exude and reinforce those concepts in the material world. As the Psyker isn't drawing on the general nastiness of the Warp, they are insulated from it's negative effects while using these. They can also be turned into Runes which, while less potent, have wider-ranging effects, though at the cost of mobility.
For instance, a Defense Crystal or Rune would make something more resistant to damage than it ought to be. There's also Orichalcix, which is a human-Psyker specific material as strong as steel, which rapidly regenerates damage.' She explained, sorting out which was which and what the different grades meant.
As Serras took her leave, Horus began having his remaining followers gather scrap material to reconstitute into weapons and armor, though there were a few complaints about lack of any melee weapons besides the swords, since some people preferred axes, maces, or knives, but most of them were happy with the high-quality weapons and armor. They'd tested the guns on a nearby wall (which had already lost it's upper half, so no worries about destabilizing anything) and it'd obliterated a path straight through. The armor, on the other hand, was merely pock-marked by a similar blast. Horus grinned at the demonstration. These would be very useful.
Sheele, meanwhile, was hard at work deciphering the Crystals and 'Orichalcix' he'd brought her. Based on the small purple crystal in her hand, she was getting it at least partially done fast. He could feel a plan coming together.
Reward: Gained Horus Lupercal SL! SL 1 of 10. Combat/Speech tutor. +15 to Combat: Warrior and Combat: Sniper. +20 to Combat: Stealth.
AN: Horus isn't in a position to effect change at the moment, if Serras gave him the schematics and technical knowledge, it'd probably be stolen by someone of blown up before he finished reading it. Carving it into a nearby wall isn't secure, and Leman had the benefit of essentially being the well-liked prince. Sheele is a Combat/Psyker Hero Unit. Stupidly good background rolls there.
Combat: Warrior: 75. You are slightly beyond a new tier of combat ability, beyond even what Grandmaster's achieve. Combat Checks reduced very greatly in difficulty.
Combat: Warrior: 80. You are somewhat beyond a new tier of combat ability, beyond even what Grandmaster's achieve. Combat Checks reduced largely in difficulty.
Combat: Warrior: 90. You are nearing another new tier of combat ability, beyond even what Grandmaster's achieve. Combat Checks reduced very largely in difficulty.
Combat: Sniper: 30. The art of long-distance strikes, generally for assassination purposes. Minor bonus to Combat Checks in addition to Combat: Ranged bonus. Reduces difficulty of sniping targets smally in addition to Combat: Ranged bonus. Slight bonus to avoiding assassination and hidden strikes in addition to Combat: Ranged bonus.
Combat: Sniper: 45. The art of long-distance strikes, generally for assassination purposes. You're nearing the first tier notable tier in it. Medium bonus to Combat Checks in addition to Combat: Ranged bonus. Reduces difficulty of sniping targets minorly in addition to Combat: Ranged bonus. Small bonus to avoiding assassination and hidden strikes in addition to Combat: Ranged bonus.
Combat: Sniper: 50. The art of long-distance strikes, generally for assassination purposes. You're reached the first tier notable tier in it. Moderate bonus to Combat Checks in addition to Combat: Ranged bonus. Reduces difficulty of sniping targets mediumly in addition to Combat: Ranged bonus. Minor bonus to avoiding assassination and hidden strikes in addition to Combat: Ranged bonus.
Combat: Sniper: 60. The art of long-distance strikes, generally for assassination purposes. You're reached the first tier notable tier in it. Large bonus to Combat Checks in addition to Combat: Ranged bonus. Reduces difficulty of sniping targets moderately in addition to Combat: Ranged bonus. Medium bonus to avoiding assassination and hidden strikes in addition to Combat: Ranged bonus.
Combat: Stealth: 155. You are on the level of the top-tier stealth operative among the Witch Hunters. Difficulty of Evasion and Combat Checks reduced ludicrously. Difficulty of assassinations greatly reduced.
Combat: Stealth: 165. You are slightly above the level of the top-tier stealth operative among the Witch Hunters. Difficulty of Evasion and Combat Checks reduced ludicrously. Difficulty of assassinations very greatly reduced.
Combat: Stealth: 175. You are somewhat above the level of the top-tier stealth operative among the Witch Hunters. Difficulty of Evasion and Combat Checks reduced insanely. Difficulty of assassinations largely reduced.
AN: You guys have until noon tomorrow to vote on your plan.