One of the major mechanics in the quest is the skill system which represents your Primarch's capacity in any of a myriad of fields. This has two direct mechanical effects. Primarily the rank of a skill is a flat bonus to any action for that skill. Making a skilled Primarch far more likely to succeed.
The normal ranks of a skill are from 0 to 5. Where 0 represents no skill in the field and 5 represents peak human ability in the field. Each rank gives an increase of five more than the previous rank's increase such that the bonuses are as follows for normal rank skills.
0: 0
1: 5
2: 15
3: 30
4: 50
5: 75
However as a Primarch you are not limited by peak human capacity. In any skills you do not distain your Primarch has the potential to reach rank 6. While Favored skills can reach 7 or even 8 if they are pursued.
6: 105
7: 140
8: 180
Expect that a rank of 8 will make you nigh unopposed in that field though other Primarchs and powerful creatures and individuals could potentially rival you.
Beyond a mechanical bonus to the rolls related to the skills. High rank skills can unlock solutions to problems that would otherwise be unavailable. This is expecally true for skills with a rank greater than 5.
Ground Combat is the maneuvering of armies both your own and enemies this is useful in both your own deployments but also in the prediction of enemy actions on the ground.
Naval Combat is the maneuvering of navies both your own and enemies this is useful to be prepared for feigns and traps but also in your own assaults.
Personal Combat is your own skill in single combat both in melee and at range. This encompasses your personal ability to kick ass.
Biomancy a branch of Psychic powers focused on the alterations to the body, both healing, buffing up yourself or allies, and horrible abominations of flesh crafting. Your personal skill in this field will be effected by your Psyker rating but it will also reflect on the capacities of any psykers you deploy unless you gain a powerful Psyker to aid in training.
Telepathy a branch of Psychic powers focused on communication, this allows you to operate as an astropath as well as communicate unnoticed, and rip the secrets from the minds of your enemies. Your personal skill in this field will be effected by your Psyker rating but it will also reflect on the capacities of any psykers you deploy unless you gain a powerful Psyker to aid in training.
Divination a branch of Psychic powers focused on the discovery of the future and the reading of fate. It will allow you to make predictions and prepare for impossible outcomes however is is fickle and liable to lead to false visions and self propagating predictions. Your personal skill in this field will be effected by your Psyker rating but it will also reflect on the capacities of any psykers you deploy unless you gain a powerful Psyker to aid in training.
Telekinesis a branch of Psychic powers focused on manipulation of the physical world and the movement of things within it. The ability to psychically move things or stop attacks as an example. Your personal skill in this field will be effected by your Psyker rating but it will also reflect on the capacities of any psykers you deploy unless you gain a powerful Psyker to aid in training.
Development is the understanding of the baseline functions of the universe and they ways to manipulate them. This is the catch all stat for nearly all research and development tasks.
Deployment is the more practical counter point to Development, where as development seeks out principles deployment is all about getting actual products on the ground and in the field. Mechanically expect development for exotic personal/prototype equipment as well as foundation and specialty research. We're as Deployment is about mass production armaments development of such gear, and incremental advancement in equipment.
Diplomacy is the art of communication and speaking working with others to get what you want and have them feel like they got the better deal in the end.
Spying is the art of being unseen unless you want to be seen. Moving around in such away as to avoid suspicion and to maximize your knowledge of things people don't want you to know.
Governance the art of logistics on planetary scales of knowing how to do things just right to get everything going smoothly.
Technically this does not cover all skills, several skills are unavailable to you as the Second Primarch such as the Sorcery skill which is about the manipulation of the warp through ritual craft. While you can not start out with a talent in hidden skills it may be possible for you to discover them for yourself over the course of the game.
As another note at 6th, and 8th you can choose a specialization in your field increasing the bonus when working inside that specific sub skill. Such as melee for personal combat, capital ship doctrine for navel combat, or astropath for telepathy.
6: 120
7: 185
8: 270
Expect to be completely dominant in your specialization outside of rare and extraordinary circumstances.
Finally the growth of skills will start out quite fast expecally before you are found. You can expect to set your baseline up at that point. You will have several chances to rank up in the normal ranks, and a rare few that will allow you to push yourself above rank five. That is to say be mindful of your choices of skills to progress as you may end up as a generalist unable to stand out. Your distained choices will be given chances to advanced though less often than unmodified skills and far less than favored skills.
This means you can expect to be quite poor in your distained skills.
As a end note I wish to thank Oshha who was who I primarily stole from to get this system.
[X] Plan: I Swear I'm Not A Witch
-[X][Landing]The Campus
-[X][Positive] Psyker Potential Rank
-[X][Positive] Psyker Active Rank
-[X][Positive] Mind
-[X][Positive] Talent
--[X] Divination
--[X] Telepathy
--[X] Ground Combat
-[X][Neutral] Gender
-[X][Neutral] Eye Color
--[X]White
-[X][Negative] Gene Collapse
-[X][Negative] Distain
--[X] Biomancy
--[X] Telekinesis
Female primarch sounds fun.
[X] Plan: Looks can be Deceiving
-[X][Landing]The River
-[X][Positive] Durability
-[X][Positive] Strength
-[X][Positive] Talent
--[X] Personal Combat
-[X][Neutral] Short
-[X][Neutral] Gender
Female warrior primarch sounds more fun.
I'm sorry to disappoint so many people, but Plan: Double Trouble 2 doesn't work(
We are allowed to take 2 positive traits and 3 more negative ones + 2 neutral ones.
In total, 6 positive, 3 negative traits are our maximum and 2 neutral traits.
In Plan: Double Trouble 2:
8 positive
5 negative
It is necessary to remove 2 positive and 2 negative.
[X] Plan Raider
-[X][Landing]The Void Wastes
-[X][Positive] Durability
-[X][Positive] Strength
-[X][Positive] Mind
-[X][Positive] Charm
-[X][Positive] Talent
--[X] Personal Combat
--[X] Diplomacy
-[X][Neutral] Odd Skin Color
--[X] White
-[X][Neutral] Eye Color
--[X] Black
-[X][Negative] Distain
--[X] Development
--[X] Deployment
--[X] Governance
[X] Plan: Looks can be Deceiving
-[X][Landing]The River
-[X][Positive] Durability
-[X][Positive] Strength
-[X][Positive] Talent
--[X] Personal Combat
-[X][Neutral] Short
-[X][Neutral] Gender
[X][Positive] Resequence
-[X] Perception (The Primarch's senses and awareness are exceptional even among their fellows)[possibly includes electro-sensory system from shark DNA?]
[X][Positive] Psyker Potential Rank
Gene Sequence shows that the Primarch had between Iota and Eta ranked psychic power.
[X][Positive] Psyker Active Rank
Further Sequencing shows that while they have the requisite genes to be between Iota and Eta secondary features result in the displays of power expected of a Zeta and Epsilon ranks.
[X][Positive] Psyker Extreme Rank
While all the above is true the Primarch displays even greater capacity and using special sequencing it is estimated they are a Delta or Gamma rank Psyker.
[X][Positive] Talent
-[x] Personal Combat
[X][Positive] Perpetual
While this sequence had been missed with examples from engagements involving the second Primarch we are sure that the is sequence is part of their perpetual nature.
[X][Positive] Charm
While most Primarchs know how to lead people and how to control them the second has always been known to do so with a natural ease.
[X][Neutral] Gender
The archives on Terra agree all 20 of the Primarchs were male, somehow something changed that for the second. What warp effects made them female is still under study.
[X][Neutral] Eye Color
While more subtle than changes of skin pigmentation the alterations to the eyes including a blending of the iris and sclera is noted to be more disturbing.
Color - red
[X][Positive] Resequence
-[X] Perception (The Primarch's senses and awareness are exceptional even among their fellows)[possibly includes electro-sensory system from shark DNA?]
[X] Plan Raider
-[X][Landing]The Void Wastes
-[X][Positive] Durability
-[X][Positive] Strength
-[X][Positive] Mind
-[X][Positive] Charm
-[X][Positive] Talent
--[X] Personal Combat
--[X] Diplomacy
-[X][Neutral] Odd Skin Color
--[X] White
-[X][Neutral] Eye Color
--[X] Black
-[X][Negative] Distain
--[X] Development
--[X] Deployment
--[X] Governance
[X] Plan: Looks can be Deceiving
-[X][Landing]The River
-[X][Positive] Durability
-[X][Positive] Strength
-[X][Positive] Talent
--[X] Personal Combat
-[X][Neutral] Short
-[X][Neutral] Gender
I hope there will be a vote for the name. Yet Loki is the name of the plane, not the primarch.
I really like the version of "Iblis" (Devil in Arabic) Gives an oriental flavor. There is already one Scandinavian in this universe, it would be interesting to expand the geography)
From my point of view, not the most objective, it is possible if the vote is quick. To wait another week for the sake of an unclear result, which is not the fact that it will differ from the already known - I consider it unnecessary.
Even if there is a second round, it is desirable to briefly outline the main advantages and disadvantages of the plans. Their near future.
From my point of view, not the most objective, it is possible if the vote is quick. To wait another week for the sake of an unclear result, which is not the fact that it will differ from the already known - I consider it unnecessary.
Even if there is a second round, it is desirable to briefly outline the main advantages and disadvantages of the plans. Their near future.
Have to agree with @Bylba i didnt vote for any because i didnt see the quest early enough but can say it would kinda bother me if it was revoted because of a difference in 2 votes.
Edit: Why it would bother me because most times it is close votes in quest that make fun and interactive gameplay and fuel discussion and to take it would be a lose of agency for all just my 2 cents.
With a quick look it does seem that people were already using approval voting so I can assume that the vote is an accurate measure of what people want.
The child watched as the river people around him fished spears stuck into the water and pulled out with shining carp and squirming land octopuses. Occasionally they would burn what they pulled out destroying the fish to feed to the spirits. The child could feel something shift each time they feed the spirits something beyond what was seen and felt. The elder had pulled him from the pod nearly a year ago now and where other children would be learning to talk and walk, he could run he could beat any of them at Ur or other tests of strategy. He could hear their hidden conversations their worries about the strange child who grew at an unnatural pace. Some thought he was a Spirit made flesh a champion to save their people. Others thought that he was a weapon of the Walled People sent to rend these folk's lives and families apart. All their thoughts on him were those of how he impacted them. People always focused on themselves. He was easily able to move unseen through the village when the tents were up. Fewer were truly worried that he was a force from the Walled People as the year progressed he stood and spoke in such a way to draw them in naturally.
Thinking about himself made him touch his horns the pair of short bone protrusions that marked him as abnormal even for those that did not see how quickly he grew. With a motion, he pulled in the small box of twigs and twine from the river bed the crabs and single land octopus squirming to escape. The child looked up as the elder sat beside him. "I know you have heard but it is important to be official with things like this. Because of your growth, we will be taking you on a naming hunt tomorrow."
"I have already decided what I will try to take down." The elder shook his head as the smooth nearly alien melody of the child's voice washed over him. The child looked at him eyes taking in every part of him his left hand near the flint blade on his belt.
"Of course you have." The child could feel the old man's amusement as he helped empty the trap a small knife killing the land octopus before it could skitter off back to the river. The child watched the knife carefully as the old man started to gut the creature. The child focused on the blue blood staining the dirt eyes flicking to the fire. It would be hard for the Elder to attack from his position and even if he did the child would see it and was sure he could move faster than the elder. Only then assured he could stop any harm did he allow himself any chance of relaxation.
For the people of the river, the hunt on their tenth year of life was to test their strength and bind a spirit of a powerful foe to them for the rest of their days. The child could almost feel the spirits of animals and it was possible that the Elder and the shaman woman could bind those spirits with their rituals but the child felt that he could do it too perhaps he could do it better. After all, he couldn't feel the spirits that they had supposedly bound to the other members of the tribe.
As night fell the child watched the crescent of light move to the edge of the other world, that place falling likewise into night. He had heard of the people of the Walls and that they came down from the world in the sky. The child had not yet wandered far nor had fate brought him together with those peoples. He didn't worry about them, he would know before they came none were quite in the forests along the mountain slopes. He had tied river vines together as a rope, and had enough spears he should be able to take down any creature he chooses to face. Though he had already told the Elder what he would wish to hunt.
(Effects what bonus you get if you choose to bind the spirit, and is a training option for thee of the skills.)
[][Hunt] Grand Land Octopus
A vast beast of the river nearly five meter-long tendrils move its massive body around the lakes it makes in the river's path. It is a beast of the water but one that must be fought directly. (Trains Personal Combat, Navel Combat, Ground Combat)
[][Hunt] Mulch Spider
A weak animal in a straight-fight mulch spiders are known for their cunning intelligence and their ability to trap any prey. They must be outmaneuvered and out thought. (Trains Ground Combat, Spying, Telekinesis)
[][Hunt] Wraith of the Mountain
An insubstantial creature of mist and legend the wraith swims through stone without a tell or mark. None can claim to have any way to even try to hunt this ghost beast. You think your sense of spirits and emotions may be enough. (Trains Telepathy, Telekinesis, Personal Combat)
[][Hunt] Shifting Vines
A plant creature massive in scale it is able to pretend to be inanimate vines blending into the forest. One could move unseen find it by its spirit and trick it to be vulnerable. (Trains Diplomacy, Spying, Telepathy)
[][Hunt] Vast Swarm
Not a single creature but the Yunat swarms are measured in millions of small hard to kill creatures. To break the collective mind and truly kill the swarm will require you to understand how it works and strike an invisible heart. (Trains Development, Deployment, Governance)
[][Hunt] Peak Crab
It is to the normal crabs of the river as a mountain is to a pebble. To take it requires skills to not get hit and to get in hits, skills to convince others to allow him to take on such a beast, and a new blade to break armor of stone solid and strong. (Trains Personal Combat, Deployment, Diplomacy)
Of course, the child is sure of the completion of this hunt which is why he made the choice he did. He expects it to be challenging but to him the end is clear and it is victory. If he decides to go over the shaman's head to capture the spirit he would need to make preparations. However, he could let them do their rituals with nothing but vague cultural meanings it would leave him without a spirit bound for good or ill.
[][Spirit] Bind
Capture the spirit of a once great beast and bind it to your own soul for whatever the result may be. (Gain a boon, Trains new Skill Spiritcraft)
[][Spirit] Pass
One best not mess with their own soul.
And given that he will pass this test and become an adult to the tribe the child has already selected a name.
[][Name] One of Memory
This name was given to the child before he left his pod an echo of his creator.
-[] Callidus Anguis
-[] Unculd
-[] Write in...
[][Name] A Local Name
Whether the child had forgotten the name given or choices to discard it they take a name of the river people unto themself.
-[] Suen Nannar
-[] Kizah Nuesh
-[] Write in...
The river people use names of Sumerian/Iranian origin.