The narrative quest would a limted 40K crossover with... something. It'll take a bit of time to set up, but I think it'll be interesting
 
Turn 3 - Part 4: Positions Filling
There are six positions to be decided upon, and the debates and arguments are fierce, the choice comes down to two candidates each.

Sovereign Of The Waves
Manages the cults' water supply methods and stores, whatever they may be at a given time, as well as improving efficiency.
Increases effectiveness of water production/saving methods (Both Moisture Collectors & Water upgraded - Give +2 & +2 permanently, not just under drought conditions)

[] [Sovereign] Coy Hold
An enterprising clerk, with experience in trade, and a knack for negotiating
+50% profit on selling water

[] [Sovereign] Jak Kell
Believes in wringing out every possible drop
+1 base Water production

Director of Public Outreach
A somewhat ironic name, the holder of this position will direct all the cult's infiltration activities
+5 to all infiltration actions

[] [Director] Myer Aus
Very sociable, makes friends wherever he goes
Infiltration actions always give +1 point, unless it is a critical failure

[] [Director] Dougle Vile
Knows how to cover his tracks
Infiltration actions failing are less likely to expose the cult

Master of Scrawls
Manages day to day paperwork and mundane administratum forms and requests, thereby reducing operation friction with the Adeptus Administratum
+5 to actions involving the Adeptus Administratum

[] [Master] Simms Vellum
Apparently has friends within the Divisio Vigilat, somehow
Actions less likely to draw the eye of the Divisio Vigilat

[] [Master] Jimiah Supply
Nothing is forgotten by the Administratum. Just.. misplaced.
+10 to steal from Administratum

The Unseen Hand
Tasked with keeping the cult concealed from its enemies; their responsibilities include inventing plausible explanations (and providing appropriate documentation) for cult activities, baiting investigators into pursuing the wrong leads, falsifying and destroying evidence, and- should the need arise- silencing those both within and without the cult who are deemed a security risk.
+5 to actions taken to conceal the cult and its activities, increased chance of advanced warning of events that could reveal the cult

[] [Hand] Marc Eli
Security begins at home, apparently
Debuff for anyone attempting to infiltrate the cult

[] [Hand] Cole Skenk
Opportunity is his watch word.
Increased chance to find a Snitching opportunities

CEO
Runs the everyday operations of Brethren Kelt
+5 to Diplomacy actions with other organizations

[] [CEO] Edward Dereks
A fool and his money are easily parted.
Increased donations per turn

[] [CEO] Boyce Holding
Know what to do When the tax-adepts
Decreased chance of money laundering being discovered

Head Researcher
Directs the cult's research projects
+1 Research action per turn

[] [Researcher] Leon Holfstead
This one has an interest in the strange and impossible
+5 to Esoteric Research Actions

[] [Researcher] Rosten Lowitzhs
Once a project has begun, they will not rest until it is completed
+2 to a Research action each time it is repeated

Voting will open in a bit, and last for about a day
 
Hmm, here's a preliminary plan, based on first impressions and gut feeling.

[] Plan Unseen Piece
-[] [Sovereign] Coy Hold
-[] [Director] Dougle Vile
-[] [Master] Simms Vellum
-[] [Hand] Marc Eli
-[] [CEO] Boyce Holding
-[] [Researcher] Rosten Lowitzhs

I believe with this batch of officers, the chances of anyone not looking for this cult specifically stumbling upon it is close none, barring of course Inquisitors.
 
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For context, these are the votes:

[] [Sovereign] Coy Hold
An enterprising clerk, with experience in trade, and a knack for negotiating
+50% profit on selling water

[] [Director] Dougle Vile
Knows how to cover his tracks
Infiltration actions failing are less likely to expose the cult

[] [Master] Simms Vellum
Apparently has friends within the Divisio Vigilat, somehow
Actions less likely to draw the eye of the Divisio Vigilat

[] [Hand] Marc Eli
Security begins at home, apparently
Debuff for anyone attempting to infiltrate the cult

[] [CEO] Boyce Holding
Know what to do When the tax-adepts
Decreased chance of money laundering being discovered

[] [Researcher] Rosten Lowitzhs
Once a project has begun, they will not rest until it is completed
+2 to a Research action each time it is repeated
 
[X] Plan Unseen Piece
-[X] [Sovereign] Coy Hold
-[X] [Director] Dougle Vile
-[X] [Master] Simms Vellum
-[X] [Hand] Marc Eli
-[X] [CEO] Boyce Holding
-[X] [Researcher] Rosten Lowitzhs
 
[X] [Sovereign] Jak Kell
Believes in wringing out every possible drop
+1 base Water production

[X] [Director] Dougle Vile
Knows how to cover his tracks
Infiltration actions failing are less likely to expose the cult

[X] [Master] Jimiah Supply
Nothing is forgotten by the Administratum. Just.. misplaced.
+10 to steal from Administratum

[X] [Hand] Marc Eli
Security begins at home, apparently
Debuff for anyone attempting to infiltrate the cult

[X] [CEO] Boyce Holding
Know what to do When the tax-adepts
Decreased chance of money laundering being discovered

[X] [Researcher] Leon Holfstead
This one has an interest in the strange and impossible
+5 to Esoteric Research Actions
 
[X] Plan Unseen Piece

Agree with all choices- security through obscurity is Chaos Cult's main defense. Not sure about Coy Hold, but there's no point splitting the plan over that.
 
[X] Plan Unseen Piece
-[X] [Sovereign] Coy Hold
-[X] [Director] Dougle Vile
-[X] [Master] Simms Vellum
-[X] [Hand] Marc Eli
-[X] [CEO] Boyce Holding
-[X] [Researcher] Rosten Lowitzhs
 
[X] Plan speedrunning the apocalypse
-[X] [Sovereign] Jak Kell
-[X] [Director] Myer Aus
-[X] [Master] Simms Vellum
-[X] [Hand] Cole Skenk
-[X] [CEO] Boyce Holding
-[X] [Researcher] Rosten Lowitzhs

The goal of this plan is a bit of protection from the people that are currently looking for us and as many buffs as I can grab
 
[X] [Sovereign] Jak Kell

We need to cover our own bases first, both in water and in protection.

[X] [Director] Dougle Vile
[X] [Master] Simms Vellum
[X] [Hand] Marc Eli
[X] [CEO] Boyce Holding

As for research… we are Chaos, go weird or go home.

[X] [Researcher] Leon Holfstead
 
Turn 3 - Part 4 Results
Scheduled vote count started by Dragonofelder on Sep 4, 2022 at 4:40 PM, finished with 10 posts and 10 votes.


I didn't intend for this to be done in plan format, but it works. I'm not going to attach a time to how long the next post will take, but I'll get it done as soon as I can.
 
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Turn 3 - Part 5: Brethren Kelt
Now CEO of Brethren Kelt, Boyce Holding immediately gets work. The current monetary situation of the charity can be summed up as… no money. But he has plans to make some.

First; street collectors. Have some cultists go out, shake some buckets, and collect as much spare change as possible. At the moment you can only do so within the Upper Spires, but Boyce believes you can still pull in a good amount. Thankfully your cultists will work as volunteers, so you don't need to pay them, but the more going out will draw more attention.
Semi-random income. Choose one

[] [Street Collectors] Low Numbers
Just a small handful of collectors on the busier paths
Low income, little attention

[] [Street Collectors] Medium Numbers
A couple dozen, scarred over a wide area
Medium income, more attention

[] [Street Collectors] High Numbers
Such numbers that are hard to miss, or avoid
High income, high attention

Next is perhaps an odd idea; merchandising. Boyce wants to print out some buttons, cloth bands, and more, that can be used to spread the charity's message as well as bringing in a profit. Aside from straight up advertising your front organization's existence, it'll also require a cash infusion to actually produce the products.
New Unique Resource unlocked, BK Merch. A single unit can be bought for 100 resources. Each turn the stocked units will attempt to be sold at a price you set here. The higher the price, the lower the chance it'll be sold. If a unit is not sold it stays in storage for next turn.

[] [Merch Production] Write in amount of BK Merch units to produce
[] [Merch Cost] Write in the buying cost of BK Merch units

Last is the sale of water to the Disciples of Nourishment, allowing them to bypass their rival. Technically such business would fall under the preview of the Sovereign Of The Waves, Coy Hold, but as the deal will be conducted under the Brethren Kelt name it passes Boyce. Currently you are producing five units of water, with Coy believing he can negotiate for a good price for a long term contract. However what water is sold cannot be used by the cult.
Write in the amount of water units sold. Each unit of water gives +5 to recruitment, and can be sold for 1000 resources. This contact can be renegationed at a later date, but running at a water deficit will cause issues

[] [Water Sold] Write in amount of Water units to be sold

Vote will open soon
Will be done in plan format
If you don't want to produce Merch or sell Water just leave them out of your plan


Sometimes I wonder why I've done something, but then I shrug and get on with it. Merchandise for all!

Just to add a note, I made the new edit to Water (gives +5 instead of +1) to make it more impactful.
 
[X]Spreading the Merch
-[X] [Street Collectors] Medium Numbers
-[X] [Merch Production] 10 units = 1000 R
-[X] [Merch Cost] 200 R per unit
-[X] [Water Sold] 2 water for 2000 R
 
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